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Inquisimunda 2.0-Version 2.2

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0% found this document useful (0 votes)
877 views46 pages

Inquisimunda 2.0-Version 2.2

Uploaded by

Drew
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Inquisimunda 2.

0 Rules Addendum for Necromunda


Based on Jeremy Olsen Inquisimunda 1.3 Version

What is Inquisimunda?
It is an extension to the well-known skirmish game that will add a lot of diversity to the main gangs. Inquisimunda is a cross
over between Inquisitor & Necromunda. Inquisimunda is more about a long narrative campaign and not only on the ranking
system from Necromunda to win.

What do you need to play Inquisimunda?


You will need this document combined with the Necromunda community edition from Yaktribe that corrects a few bugs and
rules issues in the original rulebook.

Where can I get all the documents & ask questions?


Go to the Yaktribe Community here:

[Link]

Download the latest NCE Rulebook as it will be used as the standard rules.

Then in the vault, look for Inquisimunda and have access to all the rules, scenario, and campaigns.

[Link]

Inquisimunda 2.0 - 1
This document includes the following rules:

Rules: Version : Page :


Rules Addendum v2.0 P.
Species and Races v2.0 P.
Constructs and Beasts v2.0 P.
The Bizarre Bazaar v2.0 P.
Expanded Armory V2.0 P.
Treacherous Conditions v1.3 P.
Psychic Powers v1.3 P.
Warbands: Version : Page :
AdMech v2.0 P.
Arbites/Expurgators v2.0 P.
Chaos Covens v2.0 P.
Ecclesiarchal Delegations v2.0 P.
Genestealer Cults v2.0 P.
Imperial Guard Kill Teams v2.0 P.
Inquisition Cells v2.0 P.
Mutant Mobs v2.0 P.
Nobilist Factions v2.0 P.
Rogue Traders v2.0 P.
Underworld Elements v2.0 P.
Void Pirates v2.0 P.
Xenos Strike Force v2.0 P.
GM's stuff: Version : Page :
Bestiary v2.0 P.
Legendary Armory v1.3 P.

Inquisimunda 2.0 - 2
RULES ADDENDUM
Version 2.0

These are the changes to the regular Necromunda ruleset that are necessary for the
Inquisimunda gameplay.

I. Maximum stats
The maximum values for ALL models are as follows:

M WS BS S T W I A Ld

10 7 7 7 7 6 8 6 10

II. Movement
Movement Moving – Floating

Some models possess special power, antigravity motors, and Warp powers which allow them to hover a few inches above the
ground. These models are said to have the Float ability. Floating models are unaffected by terrain, though they may not end
their movement over Impassable terrain. Additionally, Floating models may fall as normal, but never suffer damage from
falling.

Movement – Terrain [Insert the following in NCE Rule Book]

Note that Warp Creatures are unaffected by Difficult and Very Difficult terrain. Warp Creatures must still follow the rules for
Impassable terrain and moving up/down, as normal. Some beasts and species have special rules for terrain. These are
explained under the particular entry.

III. Shooting
Shooting – Closest Targets [Insert the following after all rules]

The above rules are for models of Leadership 6 or less. Models of Leadership 78 may make a Leadership test at the
beginning of the Shooting phase. If passed, they may target any model within LOS. If failed, they follow the above rules.
Models of Leadership 9 or more, Warp Creatures, and Constructs may target any model they choose within LOS.

Shooting – Injuries
[Insert the following after all rules]
Note that some species have their own Injury Chart. This is detailed on the applicable entry. Note that some weapons (i.e.
those with the Toxic or Stun attributes, etc.) have their own special Injury Chart. This is always detailed under that weapons
entry in the Expanded Armory section.

Shooting – Moving and Shooting


[EDIT]
Models which run or charge may not shoot, unless otherwise stated.

IV. HtH Combat


HandtoHand Combat – The Parry [EDIT – Replace the following]

Fighters armed with swords are allowed to parry…

[with]

Fighters armed with a weapon with the Parry attribute are allowed to parry or…

Inquisimunda 2.0 - 3
V. Inquisition & Subversion Ratings

Investigation Rating

A war band’s Investigation Rating is a representation of how knowledgeable, efficient, and/or lucky a war band is at figuring
out what is occurring during a scenario or a campaign. It represents how well the war band work thoroughly and
systematically, as well as its ability to stay focused. This rating is represented on a scale of 1 through 10 – 1 being the lowest,
and 10 the highest. Most average groups of Imperial citizens have an Investigation Rating of about 4, whilst high-ranking
members of the Inquisition can have an Investigation Rating of 8 or more! This rating is used in different ways:

1. At the beginning of every scenario where selecting a deployment area is randomly chosen, roll 2D6 and add your
warband's investigation rating. Then sort players from the highest score to the lowest one. The highest score is allowed to
select his table edge, followed by the second highest result etc…

2. During every scenario, once per game and only during your own turn, you may declare that will perform an Investigation
Action. This must be announced before the movement phase. First, you will perform an Investigation Test, roll 2D6. If the
result is below or equal to your Investigation Rating, it is a success. If the result is higher, you have failed. The war band
missed some clues or did not perform a deep analysis of the situation. The war band then has the right to declare an
Investigation Action one more time during the same game with a -1 penalty on its war band’s investigation rating. If it fails
again, the war band was not focused enough during this mission.

If the roll was a success, then you may select one of the below bonus for that round:

- Focus on the objectives: One (1) fighter, of the war band, not carrying a loot counter, is granted the “Sprint” Skill.

- Secure the objectives: One (1) loot counter carried by a fighter of the war band can be transferred to another model in
base-to-base contact, whenever you want during the movement phase. This action is performed without affecting movement
or the ability to shoot or fight.

- Grab the Objectives: One (1) fighter, of the war band, not carrying a loot counter, is granted the “Juggernaut” Skill.

- Knowledge is power: The war band is granted a single reroll for any action during the turn. If you choose to use it, then
you must accept the reroll result even if it is worse than the original dice result.

3. The GM may request from a war band to perform an Investigation Test to provide the war band players with some
information, specific scenarios, or specific missions. Between scenarios, the GM may provide more detailed information
about the upcoming scenarios or grant bonuses based on this rating.

Subversion Rating

A war band’s Subversion Rating is a representation of how cunning, subversive, or just plain destructive the war band is to its
enemies. It represents how well the war band can undermine, overturn, or render ineffective the opposing war bands. This
rating is represented on a scale of 1 through 10 – 1 being the lowest, and 10 the highest. An average group of Imperial
citizens has a Subversion Rating of about 4, whilst some well-organized cults can have a Subversion Rating of 8 or more!
This rating is used in different ways:

1. At the beginning of every scenario where selecting a starting player is randomly chosen, roll 2D6 and add your warband's
Subversion rating. Then sort players from the highest score to the lowest one. The highest score then selects if he starts or
not, followed by the second highest result etc… if no one else chooses to the lowest score must start, if playing a mutiplayer
scenario repeat this process for selecting second, third, etc. players. The sentence on multiplayer scenarios is a bit redundant
now that I changed the previous sentence.

2. During every scenario, once per game and only during your own turn, you may declare that will perform a Subversion
Action. This must be announced before the movement phase.

First, perform a Subversion Test and roll 2D6. If the result is below or equal to your Subversion Rating, it is a success. If the
result is higher, you have failed. The war band was not cunning or aggressive enough. The war band has the right to declare a
Subversion Action one more time during the same game with a -1 penalty on its war band’s Subversion rating. If it fails
again, the war band was not focused enough during this mission.

If the roll was a success, then you may select one (1) of the below bonus for that round:

Inquisimunda 2.0 - 4
- Take his head off! One (1) fighter, of the war band, not carrying a loot counter, is granted the “Berserk Charge” Skill.

- Steal the objectives: One (1) loot counter carried by an enemy fighter of the war band can be stolen by another model
within 1’’ of the loot, whenever you want during the movement phase. This action is performed without affecting movement
or the ability to shoot or fight.

- Rampage: One (1) fighter, of the war band, not carrying a loot counter, is granted the “Rapid Fire” Skill.

- Rip them off ! The war band is granted a single reroll for any action during the turn. If you choose to use it, then you must
accept the reroll result even if it is worse than the original dice result.

3. The GM may request from a war band to perform a Subversion Test to provide the war band players with some
information, or specific scenarios, or specific missions. Between scenarios, the GM may provide more detailed information
about the upcoming scenarios or grant bonuses based on this rating.

VI. Summoning
Summoning is the process used to summon Daemonic Creatures before each scenario. Any warband whose listing says that
they may perform a summoning may do so before the battle starts. The summoning player selects one Daemonic Creature to
summon. Each warband has a list of Daemonic Creatures it can summon; their stats are within the bestiary.

The opposing player rolls a D66. The total amount is the total amount the summoning player must roll equal to or more then
to successfully summon the Daemonic Creature. If the one warband is either an Ordo Malleus or a Chaos Coven, it may
reroll one (1) of the dice, but must accept the second result.

The summoning player then rolls a D6 for each friendly model in its warband to a maximum of 14. Beasts, constructs,
Daemons, allies, and Hired Guns do not count as a “friendly model” when making these rolls. Each D6 result is added
together.

If this total is equal to or greater than the opposing players D66 amount, the summoning is successful – the Daemon may be
setup as if it were a friendly model and functions as if it were an ally.

If the result is unsuccessful, the Daemon is not summoned this scenario. The summoning player may try again in the next
scenario.

VII. Gang & Gang Recruitment


These sections are replaced by each Inquisimunda warband listing.

VIII. Experience Skill Tables


This section is replaced per each individual Inquisimunda warband listing.

IX. Trading Posts


This section is replaced by the Inquisimunda Bazaar supplement.

X. Territories
This section is replaced by the Inquisimunda Territories below. It is only a fluff/flavor update. Rules remain unchanged for
each territory.

11-12 Back Alley Drug Dealer / 2D6

A reasonably profitable narcotics producer resides nearby. The supplier is a source of constantly changing addictive and
highly illegal substances. Though morally questionable, these people often have their uses. Selling these substances earns you
2D6 Throne Gelt. The work is extremely hazardous. If you roll a double when working out your Throne Gelt then the
warband member has incorrectly mixed the dangerous chemicals or has cooked the batch a little too much. The resulting
reaction leaves them horrifically scarred; their skin covered with blisters and with an appearance is so foul that from now on
they cause fear. No income is collected.

13-16 Petty Cash Contribution / 10

There are literally billions of cheap, bulk manufactured prefab homes in both the Imperium and beyond. If a warband
member searches through the ruins he may find scrap pieces of archeotech, bits of old metal, or interesting old curios –

Inquisimunda 2.0 - 5
enough to sell for 10 Throne Gelt.

21-24 Pawn Broker / 15

Near every human (and xenos) settlement there is bound to be a place to dispose of accumulated waste. A warband member
can sift through the trash and search for anything to sell to the local Guilders, Traders Union or Merchants for 15 Throne
Gelt.

25-26 Alcohol Producer / D6x10

The warband has started producing alcohol and are selling it in bulk to local bars, restaurants and clubs. The still is worked
by a contact of one of the warband members. Local traders are doing the legwork and the larger portion of funds is theirs, but
the wholesaling makes the warband a share of the proceeds amounting to D6x10 Throne Gelt.

31-34 Talent Recruiter / 30

The warband has the services of a professional recruiter of some form or another. A fighter may assist the talent recruiter in
canvassing for skilled workers, earning 30 Throne Gelt for the day's work. In addition there is a chance of the talent recruiter
passing a promising applicant along to the warband. Roll a D6 after each battle. On a 6 you can recruit a Juve or equivalent
member for free if you want to. He comes equipped with a knife, but you have to pay for any other weapons.

35-36 Prizefight Organiser / D6x10

Your warband has established ties with a local who has a slightly less than ethical view of the rights of their workforce. By
overlooking certain liberties that are taken regarding occupational health and safety, the business owner passes you a cut
every week. You can collect D6x10 Throne Gelt as your share of the profits to date. If you capture an enemy fighter then you
can put them to work and have them fight against other unfortunate captives instead of selling them to slavers. Each captive
worker adds +1 to your D6 dice roll for income from the Fighting Pit.

41-42 Pickpockets / 10

Your warband has acquired the services of a rather unscrupulous band of street thieves, the leader of whom is willing to teach
you about the secret paths and hideaways his gang use beneath the city streets and within the sewers, as well as providing a
cut of their weekly take. When the warband fights a battle they can use these lookouts to deploy up to three fighters anywhere
on the battlefield at ground level. Models are set up at the end of the player’s first turn and cannot be placed within 8" of
enemy models. No more than 50% of the warbands initially deployable fighters can use Pickpockets and Public Security
Cameras.

43-44 Civil Surveillance Officer / 10

A member of your warband has access to security cameras throughout the local settlement. Using the surveillance cameras,
your warband is able to see precisely where all access ladders and ideal ambush sites are throughout the settlement. When the
warband fights a battle they can use this intel to deploy up to three fighters anywhere on the top surface level of any building
on the battlefield. Models are set up at the end of the player’s first turn and cannot be placed within 8" of an enemy. No more
than 50% of the warbands initially deployable fighters can use Pickpockets and Public Security Cameras.

45-46 Tradesman / D6x10

One of the warband has the indebted services of a gifted tradesman. The warband can visit the trades and workshop and bring
back useful goods to sell at the trading post in return for a D6x10 Throne Gelt cut of the proceeds.

51-52 Bookie / D6x10

Your warband leader has traded favors and protection with a local loan shark who runs a rigged gambling den, the proprietor
happily pays you a protection fee to keep the establishment out of trouble with local law enforcement. The den earns D6x10
if visited by a warband member and also provides the warband with a convenient source of information and rumor. In
addition, roll a D6 after each battle. On a 6 your contacts overhear rumors about a rival warbands activity. You can add or
subtract 1 from the Scenario Table roll next game.

53-54 Weaponsmith / D6x10.

Though long retired from active duty, the retired Arbitrator still retains his ability to manufacture and maintain personal arms
and ammunition. You can trade in captured weaponry in return for cheap repair work or cash. Visiting the workshop will earn
you D6x10 Throne Gelt. Thanks to the smith’s meticulous care, you can choose to ignore a failed Ammo roll during each
battle. It's assumed the roll is passed instead.

55-56 Black Marketeer / D6x10.

Inquisimunda 2.0 - 6
The proprietor of a local black market establishment has offered you favorable rates in return for your business. As a result
you are able to increase your income substantially. If you wish to deal with your Fence you gain an extra D6x10 Throne Gelt.
If you recover loot during a Scavengers, The Hoard or a Package Run scenario then you can trade it in to your Fence contact.
Each loot counter is worth an additional +5 Throne Gelt of income.

61 Taxi dispatcher / D6x10

One of your operatives has maneuvered himself into a managerial role at one of the local taxi depots and is able to funnel
operating funds into your warbands coffers. You will earn D6x10 Throne Gelt from regular shuttle services. If a 6 is rolled,
your operative has been able to acquire additional funds adding an extra D6x10 Throne Gelt to the warbands income.

62 Surgeon Servitor. / D6x10

A member of your warband has acquired a very rare and valuable Surgeon Servitor. These amazing artifacts are able to
synthesize essential body fluids from almost any natural substance and these can be sold to local clinics and hospitals for
D6x10 Throne Gelt. If a warband member rolls a Dead result on the Serious Injuries chart then there is a chance the servitor
can patch him up before it's too late. Roll a D6. On a 5+ the injury roll is treated as a Multiple Injuries result instead. Note
each Servitor can only patch up a single fighter per battle.

63 Brothel Madam / 2D6x10

Your warband has gained the loyalty of the leading mistress of one of the cities houses of ill repute. Although the income
from running such a house is good, it is a risky business because such houses are often the target of Arbites, street gangs and
cashless Johns. If you decide to open the house to clients you receive 2D6x10 Throne Gelt. However, if you roll a double you
lose that number of Throne Gelt from that turn’s income instead – eg a double 4 means you lose 80 Throne Gelt. Note that
losses are deducted from your income before making reductions for basic running costs. If a warband is unable to pay
running costs out of its income then the difference must be made up from its stash. If this still isn’t enough to cover the
warbands debts then weapons or equipment must be sold off.

64 Medical Researcher / 2D6x10

Your warband has contact at medical manufactorium. You can send a ganger to take part in drug trials and can be
handsomely rewarded with 2D6x10 Throne Gelt. If you roll double 1 when taking part in the trial, it turns out that this trial is
not above board and the ganger has suffered debilitating side effects and needs to rest. The warband member will not be able
to take part in future battles until he recovers by rolling a 4, 5 or 6 at the start of a game. Once recovered he may fight as
normal.

65 Technologist / 2D6x10

Your warband has discovered a renegade member of the Martian Brotherhood who is willing to build you specialist
equipment in return for protection. A warband member can collect random and slightly heretical technical devices which can
be sold for 2D6x10 Throne Gelt. So long as your warband is careful not to sell too many items at once no one will suspect
what is the source of these fantastic items. No risk is incurred by collecting 2D6x10 Throne Gelt. However, if you want to
scavenge the workshop more intensely you can do so. A warband member can collect 3D6x10, 4D6x10, 5D6x10 or even
6D6x10 from the hoard, but if he rolls any doubles then he has been spotted leaving the hidden workshop. You still collect
the income rolled but the rogue has been discovered and is captured by agents of the Mechanicus. The territory then becomes
a Ruined Hab instead.

66 Local Cells

Your agents have been contacted by a group who share the same mission and outlook as your own (or near enough that there
is little difference) and have made a request to join you. You may choose any type of territory from the chart. The territory
represents the vocation of the operatives or a discovery they have chanced across in their mission to establish their bona
fides.

Inquisimunda 2.0 - 7
Species and Races
Version 2.0

In Inquisimunda you have access to many additional Species and Races compared to Necromunda.

Ab Human Ogryn:
The Ogryn (Homo sapiens gigantus) are a huge and physically powerful Abhuman mutant subspecies of humans, often
employed as shock troopers in the Imperial Guard by the Imperium of Man. Ogryns possess many traits prized by the
Imperium; they are brutally strong and completely loyal, although extremely limited intellectually, which restricts their
battlefield role to simple and direct assaults. They come from cold and barren planets in the galaxy with high gravity, such as
Anark Zeta, which is why they appear larger, heavier and bulkier compared to baseline humans. An Ogryn's speech is much
the same as an Ork's.

Ab Human Ratling:
A Ratling (Homo sapiens minimus) is a member of a small, loud, hungry and lecherous Abhuman species. Ratlings are
granted full Imperial citizenship despite their mutant status and in the past have often served in the Regiments of the Imperial
Guard. However, they are still distrusted by the more Puritanical members of the Inquisition.

Ab Human Squat:
The Squats (Homo sapiens rotundus) were short, stocky and physically hardy Abhumans who were adapted to the heavy
gravity conditions that predominated on the worlds they had settled near the core of the Milky Way Galaxy. Of all the
Abhuman types encountered by the Imperium, they most closely resembled baseline humans. Squats were the descendants of
baseline humans who had colonised the worlds around the galactic core in the far distant past. These worlds are some of the
oldest in the galaxy, formed when the galaxy's structure had not yet been fully stabilized. The Squat species was ultimately
destroyed by the invasion of a Tyranid splinter Hive Fleet that consumed their homeworlds in the late 41st Millennium,
though some survivors still serve in the Imperial Guard, hoping for revenge and to find a new beginning for the remnants of
their race.

Ab Human Untouchable:
An Untouchable and a Pariah, is a human who possesses the rare Pariah Gene that makes them generate no presence in the
Warp, thus leaving them essentially soulless. Known also as "Blacksouls," "Psychic Nulls" and "the Soulless," a Blank is a
living anathema for all psykers, regardless of species. A Blank is the direct antithesis of the force of Chaos as he or she
possesses no presence within the Warp, and thus radiates a sense of unnatural "wrongness" that makes other living,
intelligent creatures extremely uncomfortable and uneasy in their presence. A Blank's proximity to someone who possess
even a modicum of psychic ability can be quite painful or even lethal, especially to extremely psychically sensitive beings
such as the Eldar. It is currently believed by the Adeptus Mechanicus that the Pariah Gene was deliberately engineered into
the genomes of the ancestors of Mankind by the Necrons millions of standard years ago during the War in Heaven. Blanks
today are most often used by the Officio Assassinorum's Culexus Temple and as Acolytes by Inquisitors of the Ordo Hereticus
who find them to be useful shields and weapons against the witch and unsanctioned psykers. On the Psyker Scale commonly
employed by the Adeptus Astra Telepathica, Blanks occupy the nethermost levels, from Phi-plus to the extraordinarily rare
Omega-minus level.

Ab Human Beastman:
Beastmen (Homo sapiens variatus) are Abhumans descended from human stock who combine the physical appearances of
humans and Terran animals, usually goats or rams. Beastmen do not necessarily look alike, and different animal traits can
manifest themselves in each individual, but apart from this form of phonotypical variation they are a genetically stable
human subspecies, and are considered to be a form of Abhuman rather than an actual mutant. The origin of Beastmen is
unknown; though it is likely that they they are the result of experiments in genetic engineering stretching back to the Dark
Age of Technology before the birth of the Imperium of Man who proceeded to breed true. Other Imperial savants claim that
Beastmen are Abhumans whose unusual forms were the result of exposure to the influence of the Warp but that the
subspecies somehow managed to maintain an unusual degree of genetic stability across generations.

Eldar Craftworld:
The Eldar are an ancient alien race whose vast empire once expanded the width and breadth of the known galaxy. Their
empire was without equal, and they counted themselves masters of the stars. But millennia ago, their overweening pride and
their fall into hedonistic practices led to a cataclysm that all but eradicated their kind and led to the birth of the Chaos
God Slaanesh. Despite their boundless power, the heart of their civilization was torn out by this catastrophe of their own
making, forcing the surviving Eldar to flee upon gigantic starships called Craftworlds. Now they cling to survival by a
thread, fighting the horrors of the galaxy with ritualized discipline and consummate skill. Though highly advanced and
feared across the galaxy, the Eldar are a dying race -- a shadow of their former glory -- their race teeters on the brink of
annihilation.

Eldar Commorrite:
The Dark Eldar or Eldarith Ynneas in the Eldar Lexicon are the forsaken and corrupt kindred of the Eldar, an ancient and
highly advanced alien race of fey humanoids. Their armies, like their Eldar counterparts, usually have the advantages of
mobility and advanced technology, though they are often lacking in resilience and numbers. The Dark Eldar revel in piracy,

Inquisimunda 2.0 - 8
enslavement and torture, and are sadistic in the extreme. Dark Eldar armies make use of various anti-gravity skimmers such
as Raiders and Ravagers to launch high speed attacks. They strike with little or no warning, using an interdimensional
labyrinth known as the Webway to traverse the galaxy safely and far more quickly than most advanced races are able to with
their Warp jumps. The Dark Eldar are unique amongst the intelligent races of the Milky Way Galaxy because they do not live
on a settled world or worlds, but rather the bulk of their population is concentrated in one foul city-state -- the Dark City
of Commorragh -- that lies within the "ordered" Immaterium of the Eldar Webway. The Dark Eldar are mainly pirates and
slavers who prey on targets across the galaxy to feed their unholy appetites for other sentient beings' souls, a terrible desire
called the Thirst, though they are sometimes used as mercenaries by other species.

Orkoid Ork:
The Orks, also called Greenskins, are a savage, warlike, green-skinned race of humanoids who are spread all across the
Milky Way Galaxy. They share many features with Warhammer Fantasy Orcs (and were initially called "Space Orcs" to
distinguish them). They are seen by their enemies (pretty much everyone else in the universe) as savage, warlike, and crude,
but they are the most successful species in the whole galaxy, outnumbering possibly every other intelligent race, even
Mankind (with the very plausible exception of the Tyranids). Greenskins are one of the most dangerous alien races to plague
the galaxy. Numerous beyond belief and driven always to fight and conquer, the Orks threaten every single intelligent species
of the galaxy. Orks are possibly the most warlike aliens in the 41st Millennium, and their number is beyond counting. Amid
constant, seething tides of war and bloodshed, burgeoning Ork stellar empires rise and fall. Mercifully most are short-lived,
soon destroying themselves in a maelstrom of violence and internecine conflict, but should the Orks ever truly unify, they
would crush all opposition.

Orkoid Grot:
Gretchin or Grotz are basically a smaller subspecies of Orks, who are more cowardly than normal Orks and are usually used
as living shields, to clear mine fields, are stepped on to get through difficult terrain, and sometimes even as emergency
rations. Gretchins are quite low in the strict hierarchy of Ork society because of their small size (the lowest Orkoids being
the Snotlings) and are often used for the dirtiest jobs like scavenging and being used as the football when the bigger Orks get
bored.

Tau:
The Taus are a young, humanoid and technologically-advanced intelligent race native to the Eastern Fringes of the Milky
Way Galaxy who are fighting to expand their interstellar empire and a philosophical concept they call the Greater Good. The
Tau claim to be a peaceful race when possible, asking if others will join their cause voluntarily instead of fighting. However,
if their peaceful overtures are refused, the Tau may well decide to conquer a planet and add it to their growing interstellar
empire for the greater good, searing the flesh from the bones of anyone who stands against their benign expansions. Tau
society is divided into a number of castes, each responsible for managing a specific aspect of their society. The Tau's central
motivating ideal is that everyone in their empire regardless of their species will work for the collective betterment of
everyone else, an almost mystical philosophy they call the Greater Good.

Xenos Kroot:
The Kroot are a species of savage humanoids who are a member species of the Tau Empire who evolved from avian
creatures. Kroot are tall aliens (a good half-meter taller than most humans), their avian ancestry giving them a bird-like
beak and long quills protruding from their heads like hair. Smaller quills, possibly the evolutionary remnants of feathers, can
be found scattered over their bodies. A unique feature of the Kroot is that they evolve by selecting traits of their defeated foes
to absorb by eating them. Due to this, the many Kroot warbands across the galaxy often look radically different. Kroot
leaders are known as Shapers; they are generally the Kroot with the best ability for recognizing desirable traits in defeated
foes and tell his Kindred (the word for a Kroot clan) what to eat to suit the task at hand. For instance, a Shaper who wants
his Kroot to gain muscle mass will take on campaigns against Orks to acquire the right DNA, while extensive feeding on
flying predators will allow the Kroot to grow wings. This eating of their foes ties in with the religious beliefs of the Kroot:
they believe that when a warrior of any race dies, his warrior spirit should be kept, and the only way to do this is by eating
his flesh. The Kroot practice this in their "burial" customs, in which the body of the deceased is consumed by the kindred.

Xenos Vespid:
The Vespid are a unique race of insect-like aliens who are members of the Tau Empire. In the Tau Lexicon, they are called
"Mal'kor". This derives from the Tau words for insect, "Mal," and air, "Kor." The Vespids' homeworld is a gas giant also
called Vespid, three light years to the galactic south of the Tau's D'yanoi Sept.

Xenos Nicassar:
The Nicassar are a xenos species of powerful psykers who are allied with the Tau. The Nicassar are driven by an insatiable
curiosity to explore and travel across the galaxy. It was this drive which led a flotilla of Nicassar Dhows to make contact
with the Tau, resulting in the Nicassar becoming the first non-Tau race to become an addition to the fledgling Tau Empire.
Their contribution to the Greater Good is the provision of starships for the Tau Navy, particularly vessels involved with
reconnaissance and exploration duties, which are often crewed by the Nicassar themselves rather than the Tau Air Caste.
The propulsion and navigation of all Nicassar vessels stems from the potent psychic powers that define the Nicassar species.
For this reason, the Tau have been careful to prevent the Imperium of Man, which is known for its extreme persecution of
psykers, from discovering the existence of the Nicassar within their empire. The Nicassar are utilised by the Tau only for
spacefaring; their own limited mobility makes them highly ill-suited for ground combat.

Inquisimunda 2.0 - 9
Xenos Tarellian:

Tarellians, more commonly known in the Imperium of Man as Tarellian Dog-Soldiers because of their snouts and their
preference for working as mercenaries for other alien races, are a minor reptilian species of xenos found throughout the
galaxy, but are of little consequence to its affairs. They most often are encountered as mercenaries for the Tau Empire,
particularly when Tau forces face the Imperium because of the Tarellians' ancient grudge against Mankind as a species.

Xenos Loxatl:

The Loxatl are a loathsome species of particularly vile and inhuman intelligent xenos that resemble slimy-skinned
quadrupedal reptiles, somewhat larger than a human male, that run close to the ground on four crooked limbs ending in
wickedly hooked claws. They have broad, fanged heads, with yellow eyes (some varieties have been encountered with red,
pupilless eyes), and a flickering purple tongue that constantly tastes the air. By nature they are an aquatic race and out of the
water their sight, hearing and sense of smell are impaired. Instead they rely on their uncanny sense of taste and touch to hunt
on land. They can often be found working as mercenaries alongside pirates and Renegades. Sightings of them have occurred
as far apart as the Maelstrom and the Jericho Reach, but they have been most commonly reported operating in the Sabbat
Worlds region, in service of the armies of the Blood Pact. The location of the Loxatl homeworld remains unknown, as are any
higher aspirations of the race beyond profit and bloodshed. The Loxatl are a vicious species that fulfil the Imperium's worst
expectations of xenos. Ongoing efforts by the Ordo Xenos are continuously made to find the point of origin of these
loathsome creatures so that they can be exterminated. All encounters between Loxatl and representatives of the Imperium
have been bitterly hostile. To date, the Loxatl have shown no evidence of influence or corruption by the Ruinous Powers, but
they willingly serve alongside the Chaos Gods’ mortal followers and other enemies of Mankind.

Xenos Hrud:

The Hrud (Troglydium hruddi) are an intelligent alien race of the Milky Way Galaxy who are prone to living in subterranean
conditions and who possess an unknown biological ability, likely Warp-based, to dramatically accelerate the aging of any
living being or to accelerate the slide towards entropy of an object that comes within their vicinity. They are considered a
dangerous xenos species that threatens human life by the Imperium of Man. There is currently a dispute between Imperial
scholars over the nature of the species, as two very different types of alien being have both been labelled as members of the
Hrud species.

Xenos Sslyth:

The Sslyth are a sentient race of reptilian creatures with a snake-like lower body and vaguely humanoid torso, though they
sport multiple arms and a head more serpentine than human. As true Dark Eldar make rather dubious bodyguards due to
their treacherous nature, instead, Archons employ these more reliable alien mercenaries. Of all the species to
haunt Commorragh's satellite realms, most Dark Eldar Archons have found the Sslyth to be the most reliable -– and
survivable –- bodyguard species available for hire. These four-armed, serpentine monstrosities hail from a world long lost to
the caress of She Who Thirsts, yet their short-sighted and self-indulgent nature makes them safe enough for the Dark Eldar to
exploit. All but inured to physical pain, and happy to be paid in slaves and sensory gratification, these warriors make
excellent, if dull-witted bodyguards.

Xenos Joekaro:

The Jokaero are an intelligent, psychically-powerful alien race who resemble the orange-furred great apes of Old Earth
known as orangutans. They were created by the Old Ones during their war with the C'tan over 60 million Terran years ago
for the purpose of aiding in their conflict with the Necrons, along with many other intelligent races of the Milky Way Galaxy
such as the Eldar and the Krork, the ancestors of the Orks. The Jokaero's defining racial trait is their extraordinary and
seemingly in-born skill at crafting extremely advanced technologies from even the most rudimentary parts, a skill which may
be related to the similar trait often seen in the Orks. The difference is that Jokaero technology will work for a member of
another species, whereas Greenskin technology often will only function when used by Orks.

Xenos Stryxis:

The Stryxis are a sparse, nomadic xenos race with a reputation as untrustworthy traders, wanderers, and sometimes slavers
and pirates. Encountered infrequently in the Koronus Expanse on the border of the Calixis Sector in the Segmentum
Obscurus, their reputation is a dark one. The Stryxis are a truly hideous xenoform to look upon beneath swathes of ragged,
bone-coloured cloth and trinkets, described variously by human onlookers as a gangling and multi-eyed creature that
resembles a human-sized, skinned, dog embryo. Yet they communicate easily with willing humans through a common
language of greed, curiosity, and self-interest. Scavengers and obsessive hoarders, they possess a wealth of technology stolen
and bartered from countless races. They delight in trade, attaching worth only by perceived value and rarity of things they
can grasp in their bony talons. They seem to care nothing for conquest or territory, abstract wealth, nor even their own
species, but are driven instead by avarice and viperous petty intrigues. The Stryxis will trade with almost anyone, human or
xenos, even the worshipers of the Ruinous Powers, but they despise the Eldar. They will kill them if they can, and avoid them
otherwise.

Inquisimunda 2.0 - 10
M WS BS S T W I A Ld Cost: Attributes:
Human Starting: 4 2 2 3 3 1 3 1 6 20
Max: 4 6 6 4 4 3 6 3 9
Ab Human Starting: 5 3 2 5 5 2 2 2 5 90 Bulky, Fear, Simple Mind, Basic Weapons, Not a leader,
Ripper Guns are always available to Ogryns.
Ogryn Max: 5 7 4 6 6 5 5 4 8
Ab Human Starting: 3 2 3 2 2 1 4 1 6 20 Small Target, Basic Weapons, Infiltration Skill, Not a
leader
Ratling Max: 3 6 7 3 3 3 7 3 9
Ab Human Starting: 4 2 2 3 4 1 2 1 7 35 Always access to Techno Skills but not Agility ones,
Axe & Hammer Mastery
Squat Max: 4 6 6 4 5 3 5 3 10
Ab Human Starting: 4 2 2 3 3 1 3 1 7 50 Hollow, Not a leader, Not a Psyker
Untouchable Max: 4 6 6 4 4 3 6 3 10
Ab Human Starting: 5 2 2 4 3 1 3 1 6 40 Always access to Ferocity Skills but not Techno ones,
Beastman Max: 5 6 6 5 4 3 6 3 9
Eldar Starting: 5 2 3 3 3 1 4 1 7 65 Acute Senses, Always access to Agility Skills but not
Muscle ones.
Craftworld Max: 5 6 7 4 4 3 7 3 10
Eldar Starting: 5 3 2 3 3 1 4 1 7 65 Night Vision, Always access to Agility Skills but not
Muscle ones.
Commorrite Max: 5 7 6 4 4 3 7 3 10
Orkoid Starting: 4 3 1 3 4 1 2 2 6 35 Always access to Ferocity Skills, Choppa/Big Choppa
Mastery.
Ork Max: 4 7 3 5 6 3 5 4 9
Orkoid Starting: 4 1 2 2 2 1 3 1 5 10 Small Target, Always access to Stealth Skills,
Grot Max: 4 4 4 3 3 2 6 3 8
Tau Starting: 4 1 2 3 3 1 3 1 6 25 Tau Cast, Drone User
Tau Max: 4 3 7 4 4 3 6 3 9
Xenos Starting: 5 2 2 3 3 1 4 1 7 45 Fieldcraft, Feed
Kroot Max: 5 7 7 4 4 3 7 3 10
Xenos Starting: 6 2 3 3 3 1 3 1 7 85 Flying
Vespid Max: 6 6 7 4 4 3 6 3 10
Xenos Starting: 4 2 2 2 3 1 5 1 8 50 Psyker, Limited to 1 per war band
Nicassar Max: 4 6 6 3 4 3 8 3 10
Xenos Starting: 4 3 3 3 3 1 4 1 7 60 Hatred: Humans
Tarellian Max: 4 7 7 4 4 3 7 3 10
Xenos Starting: 5 3 2 3 3 1 4 1 7 80 Wall Waker, Amphibious
Loxatl Max: 5 7 6 4 4 3 7 3 10
Xenos Starting: 4 2 2 3 3 1 4 1 6 50 Acute Senses, Equipment: Distortion Field
Hrud Max: 4 6 6 4 4 3 7 3 9
Xenos Starting: 5 2 2 4 4 2 4 2 7 100 Bulky, Fear, Wall Walker,
Sslyth Max: 5 6 6 5 5 4 7 4 10
Xenos Starting: 4 1 2 3 3 1 3 1 8 55 Weaponsmith Skill, Always access to Techno Skills, Not a
leader,
Joekaro Max: 4 4 6 5 5 3 6 3 10
Xenos Starting: 5 2 2 3 3 1 4 1 5 30 Slavers, Hatred: Eldars,
Stryxis Max: 5 6 6 4 4 3 7 3 8

Inquisimunda 2.0 - 11
Fighters with this Attribute Spot enemies faster and from really far . This is represented with the following rule, amend the spotting rule by:
Acute Senses:
Their Initiative distance multiplied by 1D6 multiplied by 2.
Amphibious: Fighters with this Attribute treat water based terrain as open ground.
Basic Weapons: Fighters with this Attribute cannot have Special & Heavy Weapons.
Bulky: Fighters with this Attribute are large, thus you get a +1 bonus To Hit them.
Drone User: Fighters with this Attribute can use & buy Construct: Drones.
Fear: Check Advanced Rules in NCE Rulebook.
Fighters with this Attribute may not make a follow-up move if they take an enemy Out of Action in HtH combat, unless the enemy model
Feed:
was a Construct or Warp Creature. Enemies taken Out of Action in this way always roll on the Serious Injuries Chart.
Fighters with this Attribute are not affected by Wilderness Treacherous Conditions. Additionally, they treat all terrain as being one level
Fieldcraft:
easier, except Impassable Ground
Flying: Check Advanced Rules in NCE Rulebook.
Frenzy: Check Advanced Rules in NCE Rulebook.
Giant: Fighters with this Attribute are very large , thus you get a +1 bonus To Hit them and they cannot hide.
Hatred: Check Advanced Rules in NCE Rulebook.
Fighters with this Attribute may never be directly affected by Psychic powers. Any psychic power that touches a Hollow Fighter may
Hollow:
be negated by the Untouchable only on a D6 roll of 3+.
Night Vision: Fighters with this Attribute are unaffected by Low Light conditions.
Not a Leader: Fighters with this Attribute cannot lead a war band.
Not a Psyker: Fighters with this Attribute cannot have the Psyker/Psyker attribute.
Wall Walker: Fighters with this Attribute may move up and down any vertical surface and do not need ladders or stairs
Stupidity: Check Advanced Rules in NCE Rulebook.
Slavers: Warbands containing a model with this attribute gain D6 bonus income when selling captured members to Slavers.
Small Target: Fighters with this Attribute are small, thus you get a -1 malus To Hit them.
Terror: Check Advanced Rules in NCE Rulebook.
A war band with a least one fighter with this Attribute can trigger a Waaagh once per game during his turn. During the turn in which
Waaagh!:
a Waaagh is declared, any Orks in that war band gain the Berserk Charge skill.
Some fighters are masters of a specific weapon. In HtH, when using the specified weapon, ignore up to one fumble made by the model.
Weapon Mastery:
When Shooting with the specified weapon, they may reroll a single roll of a 1 to hit per turn.
Fighters with this Attribute are unaffected by terrain, though they may not end their movement over Impassable terrain. Additionally,
Floating :
Floating models may fall as normal, but never suffer damage from falling.
Simple Minded: Fighters with this Attribute suffer from stupidity but can use the LD of any friendly model within 6'' to pass the test if it is not a juve Nec Eq.
The Tau has +1 BS. The Tau may use any Human, Tau, and/or Kroot weaponry/equipment. They may not access any techno skills even
Tau Caste - Fire:
if their career/warband allows it.
Tau Caste - Air: The Tau is +1 Initiative and may always select Agility Skills but not Muscle ones, even if their career/warband does not allow it.
Tau Caste - Earth: The Tau has the Inventor Skill, but has not access to Combat Skills even if their career/warband allows it.
Tau Caste -
The Tau adds 1 to their warband’s Investigative skill. The Tau may never learn Ferocity Skills, even if their career/warband allows it.
Water:

Mutations & Wyrd Options


Mutants

Mutants conform to all basic rules of their race, in addition to their mutations.

Wyrd Mutation +10 TG (Lvl 1), +30 TG (Lvl 2), +70 TG (Lvl 3)

Wyrds are untrained, unsanctioned Psykers who have been overlooked by the Black Ships, they are generally unaware of
their true talents or have very limited control of their powers, they burn brightly in the Warp and tend to attract many a
hungry Daemon

M WS BS S T W I A Ld

- - - - - - - - -

Inquisimunda 2.0 - 12
Special Rules:

Psyker (Level I): Wyrds are Psykers and may select one Wyrd Minor power

Psyker (Level II): Wyrds are Psykers and may select one Wyrd Major Power and two Wyrd minor Powers.

Psyker (Level III): Wyrds are Psykers and may select two Wyrd Major Powers and two Wyrd minor Powers.

Suffer Not Thy Witch To Live: Wyrds may never be taken in the following warbands: Ecclesiarchal Delegations, Puritan
Imperial warbands, Expurgator Squads

Mutant Base Cost of Race + Variable

Mutants are creatures – both human and Xenos – who have been changed either through a quirk of biology, exposure to
toxins, or the corrupting influence of the Warp, many mutants are used as slave labor on worlds throughout the Imperium
which has led to several uprisings over the millennia, hated and shunned, mutants are generally a selfish and jaded lot.

M WS BS S T W I A Ld

- - - - - - - - -

Special Rules :

Mutations: Mutants may select one mutation at the cost below, any subsequent mutations cost double the listed amount. No
mutation may be taken more than once. Mutants may not select more than three mutations; unless they are Chaos Spawn (see
Chaos Cultist entry).

Eyestalks (+10 TG): The mutant gains a 180 fire/vision arc and may squeeze behind cover better, providing a -1 to hit
modifier to any cover saves.

Claw (+5 TG): The mutant gains +1 Strength in HtH combat but may not use more than 1 weapon in HtH combat.

Tentacle, (+10 TG): The mutant may re-roll tests for falling and enemy models in HtH with the mutant lose 1 attack (to a
minimum of 1).

Two Heads (+15 TG): The mutant gains a 180 fire/vision arc and may fire 2 pistols weapons in the same Shooting phase.
However, the model suffers from Stupidity.

Chitinous Skin (+20 TG): The mutant gains a 5+ armor save but may not wear any other type of armor.

Extra Arm (+15 TG): The mutant may use 3 Pistol or HtH weapons (gaining +2 Attack dice), or use 1 Basic weapon and 2
Pistol/HtH weapons (gaining +1 Attack dice). Mutants with a Heavy Weapon and the Extra Arm mutation do not suffer from
the encumbered modifier in HtH combat, but gain no Attack dice.

Wings (+25 TG): The mutant can Fly.

Chameleonic Skin (+20 TG): The mutant gains a -1 to hit modifier to any cover saves. This may not be combined with the
Chitinous Skin mutation.

Caustic Blood/Spikes (+30 TG): If injured in HtH combat, any enemy models in base con-tact immediately suffer a
Strength 3 hit. Dodge and armor saves may be taken as normal.

Snake Tail/Arachnid Legs (+10 TG): The mutant adds +1 to his Movement.

Gaping Maw (+20 TG): The mutant gains +1 Attack dice but may not wear a Respirator.

Lithe Form (+5 TG): The mutant gains +1 Initiative

Inquisimunda 2.0 - 13
Constructs
Version 2.0

Special:

- Constructs may never lead warbands and may not use any type of equipment, unless stated otherwise.
- Constructs are never affected by Telepathic Psychic Powers.
- Constructs are never taken into account for Bottle Tests.
- Constructs are immune to Fear, Terror, and Hatred.
- Constructs never gain experience or skills.
- Constructs are immune to Nerve Tests.
- Constructs cannot be detected using a Bio-Scanner.

I. Constructs Attributes

Simple Program: If there is not a friendly, non-Construct model within 6” at the beginning of the Servitors’ turn, it is
affected per the Stupidity rules.

Advanced Program: If there is not a friendly, non-Construct model within 12” at the beginning of the Servitors’ turn, it is
affected per the Stupidity rules.

Cybernetic Construct: It grants 5+ Armor.

Psychic Link: Psyber-Familiars may only be selected by models with the Psyker ability. In addition, if the Psyber-Familiar is
within 6” of an enemy model its linked model is shooting at, the linked model gains a +1 to hit modifier.

II. Constructs Listing

Combat Servitor: +30TG

Lobotomized, cybernetic constructs commonly used by the Adeptus Mechanicus for heavy labor and basic services; may be
adapted for close combat and fire support roles, many a Heretek has suffered the fate of becoming a Servitor for their crimes.

M WS BS S T W I A Ld
4 2 2 3 3 1 2 1 7
Attributes: Simple Program / Cybernetic Construct

Choose of the below program upon creation:

Close Combat Program: Servitors add +1 Weapon Skill and +1 Initiative. Additionally, they may select up to 2
Common/Uncommon HtH weapons at additional cost. These weapons are implanted and may not be disarmed. They may
never be given additional weapons.
Ranged Combat Program: Servitors add +1 Ballistic Skill and, due to their numerous power feeds and ammo hoppers, have
the Weaponsmith skill. Additionally, they may select 1 Basic, Special, or Heavy Weapon. These weapons are implanted and
may not be disarmed. They may never be given additional weapons.

Servo-Skull : 15 TG + Variable

Servo-skulls are the fashioned from human crania (though some Radical Magos have fashioned them from the cranial bones
of Xenos, though this is generally viewed as a per-version of the Omnissiah’s form) and various devices or weaponry, Servo-
skulls can serve a myriad of functions from detection to medicae to guardian.

M WS BS S T W I A Ld
4 2 2 2 2 1 2 1 9
Attributes: Simple Program
Small: Because of their size, Servo-skulls are Small Targets (-1 to hit).
Float: Servo-skulls float and have the Dodge skill.
Choose of the below program upon creation:

Function – Guardian + Field Cost: The Servo-skull contains a small force field generator. Select one Field from the
expanded Armory. The Servo-skull must remain within 2” of its friendly model for it to benefit from the force field. It is
limited to one per warband. The Servo-skull will never fight in HtH combat.

Inquisimunda 2.0 - 14
Function – Detection + 25 TG: The Servo-skull is treated as having a Bio-Scanner and Screamers. The Servo-skull will
never fight in HtH combat.

Function – Medicae + 25 TG: The Servo-skull is treated as having a Medikit. Additionally, the Servo-skull has the Medic
ability, but this may only be used on the controlling model. The Servo-skull may defend itself in HtH combat.

Function – Combat + Weapon Cost: The Servo-skull is armed with either any one Common/Uncommon Pistol or HtH
weapon at additional cost.

Psyber-Familiar 35 TG
Psyber-familiars are vat-grown cybernetic constructs which are psychically bonded to an individual, generally used by
psychically-trained Inquisitors as scouts and weapon-bearers, Psyber-familiars usually come in two forms – a bird or other
avian or Cherubim.
M WS BS S T W I A Ld
5 2 2 2 2 1 2 1 8
Attributes: Psychic Link / Cybernetic Construct / Advanced Program
Bird/Avian-type – Prey sense: Psyber-Familiar is treated as having a Bio-Scanner and Screamers, has the Fly Attribute, and
the Dodge skill.
Cherubim-type – Weapon bearer: The Psyber-Familiar may carry one Basic, Special, or heavy weapon for the linked
model, so the linked model may gain its full Attack dice and may ignore the Encumbered modifier. They have the Float
ability, and the Dodge skill.

Grapplehawk / Cyberhound 35* / 40** TG


(* for Arbites Only, ** for all others)
Basic armored cybernetic constructs using the brain of simple beasts, the Grapplehawk and Cyberhound are almost
exclusively used by Arbitrators and very successful Bounty Hunters.
M WS BS S T W I A Ld
5 3 2 3 2 1 3 1 8
Attributes: Cybernetic Construct / Advanced Program
Cyberhound: Cyberhound’s attacks have the Shock Attribute and Berserk Charge Skill, and they are treated as having a Bio-
Scanner and Screamers.
Grapplehawk: Grapplehawk may fly, have the Dodge skill and they are treated as having a Bio-Scanner and Screamers.

Drone 35 TG
Drones are utilized by the Tau in the same way the Imperium uses Servo-skulls. However, Drones possess a simple AI
interface and are regarded as Silica Animus by the Mechanicus.
M WS BS S T W I A Ld
5 2 3 3 3 1 2 1 7
Attributes: Cybernetic Construct / Advanced Program
Small: Drones are Small Targets (-1 to hit).
Float: Drones float and have the Dodge skill.
Silica Animus: The use of AI within the Imperium is strictly prohibited. Only the following may use drones: Radical Ordos,
Xenos Teams, Radical AdMech, Rogue Traders, and Void Pirate warbands.
Choose of the below program upon creation:
Gun-Drone: The Drone is armed with a Pulse Carbine with the Rapid Fire ability.
Shield-Drone: The Drone and its owner are treated as having a Refractor Field.

Gholam/Chimeric 90 TG
A Gholam is a nightmare creature fashioned via radical genetic engineering, sometimes using vile Xenos DNA, Chimerics
are a per-version of the human form by grafting on bio-logical parts from beasts and Xenos, this type of genetic manipulation
as forbidden by the Emperor himself and those who practice it are the most radical Magos Biologist or Heretek Gene-
Sculptors.
M WS BS S TW I A Ld
4 3 2 3 42 3 2 8
Attributes: Cybernetic Construct / Advanced Program
Implacable Monsters: Gholams/Chimerics have the True Grit, Crushing Blow, and Hurl Opponent abilities.
Gholams/Chimerics cause Fear.
Dangerous To Know: Gholams/Chimerics may only be taken by the following warbands: Radical Adeptus Mechanicus,
Radical Ordos Teams, Chaos Cultists, Pirate/Corsair bands. Non-Radical AdMech and Ecclesiarchal warbands fighting an

Inquisimunda 2.0 - 15
enemy warband which includes Gholams/Chimerics are affected by Hatred.
Bio-Frenzy (Gholam Only): Because of their unstable bestial nature, Gholams are driven mad with rage. They are subject to
the rules for Frenzy.
Weapon Grafts (Chimeric Only): You may choose up to two mutations, both at normal cost, for the Chimeric. The
Chimeric is NOT considered a mutant.

Inquisimunda 2.0 - 16
Beasts
Version 2.0

Special:

- Beasts may never lead warbands and may not use any type of equipment, unless stated otherwise.
- Beasts are always affected by Telepathic Psychic Powers.
- Beasts are immune to Hatred.
- Beasts are never taken into account for Bottle Tests.
- Beasts never gain experience or skills.
- Beasts are immune to Nerve Tests.
- The controlling fighter of the beast must have a control Collar ( See Expanded Armory) ) and/or the Beast-
Whisperer skill

I. Beasts Attributes

Acute Senses: Beasts with this Attribute are unaffected by Low Light conditions.

Chitin Armor: It grants 5+ Armor.

Furious Charge: Beasts with this attribute have the Berserk Charge Skill.

Toxic Attack: Beats with this attribute always wound in HtH on 4+ roll at the most, if their strength allows a better roll it is
taken instead.

Wall Walker: Beasts with this attribute may move up and down any vertical surface and do not need ladders or stairs

II. Beasts Listing

Giant Spider 55 TG
Giant arachnids are found throughout the Imperium, from the deadly Dreamweaver of Catachan to the Orb Spiders of
Necromunda.
M WS BS S T W I A Ld
6 3
Attributes: - 3 3 2 3 1 5
Attributes: Acute Senses, Chitin Armor, Wall Walker, Toxic
Web: Arachnids are considered armed with a Webber (see Expanded Armory). Additionally, Arachnids may fall, but never
suffer damage from doing so.

Giant Centipede 30 TG
Giant centipedes are common to both Deathworlds and Hive Worlds. Some are the pro-duct of evolution and some mutation,
such as the Milliasaur of Necromunda and Scintilla. Giant centipedes always have a form of toxic sting or bite.
M WS BS S T W I A Ld
4 3 - 2 3 1 3 1 4
Attributes: Chitin Armor, Wall Walker, Toxic

Clawed Fiends 70 TG
These savage multi-limbed beasts are common in the Donorian sector and pats of the web-way. Their ferocity is favored by
Dark Eldar beastmasters and are frequently encountered in the fighting pits of Commoragh.
M WS BS S T W I A Ld
5 5 - 5 3 1 4 2 6
Attributes: Chitin Armor, Furious Charge

Razorwings 25 TG
Razorwing is a term for various genetically unrelated bird-like species with carnivorous appetites. They are one of the most
popular terrors used by Dark Eldar Beastmasters. Razorwings have an insatiable hunger for bone and are incredibly swift.
They attack in flocks, surrounding their prey in a deadly hurricane of knife-like feathers and razor-sharp beaks that strip
their victim's flesh from their bones.
M WS BS S T W I A Ld
6 3 - 2 3 1 4 3 6
Attributes: Fly

Inquisimunda 2.0 - 17
Raptosaur 100 TG
Large, flying reptiles are common to many jungles and Death Worlds. They are used as mounts by many Eldar Exodite
worlds and are occasionally tamed by humans.
M WS BS S T W I A Ld
6 4 - 4 5 2 4 2 6
Attributes: Fly, Chitin Armor, Bulky,

Megasaur 100 TG
Called by different names on different worlds, the Megasaur is a giant reptilian beast capable of astounding ferocity when
their ire is raised. They are used as mounts by many Eldar Exodite worlds and are occasionally tamed by humans.
M WS BS S T W I A Ld
6 5 - 5 5 2 4 2 6
Attributes: Chitin Armor, Bulky, Furious Charge

Giant Rats 15 TG
Giant rats are common on nearly every human-inhabited world within Imperial space. Rats are the ultimate survivors and
stowaways, some vessels have to be regularly purged or the rat population could easily threaten the lives of crew.

M WS BS S T W I A Ld
5 3 - 3 2 1 3 1 6
Attributes: Dodge Skill

Canine 15 TG
Canines are indeed ‘man’s best friend’, from the noble Mastiff of many frontier worlds to the ubiquitous Bulldog mascot of
many Imperial Guard regiments. Canines come in hundreds of different breeds and are common throughout Imperial space.
M WS BS S T W I A Ld
5 3 - 3 2 1 4 1 5
Attributes: Dodge Skill

Feline 10 TG
Felines are the domesticated offshoots of many a feral cat. Felines come in hundreds of different breeds and are common
throughout Imperial space, as well as several Eldar Craftworlds.
M WS BS S T W I A Ld
4 3 - 2 2 1 5 1 5
Attributes: Cat fall Skill.

Felynx 30 TG
Felynx is the general term used to describe the feral, undomesticated breeds to the Feline species. They are generally larger
and harder to tame then their cousins.
M WS BS S T W I A Ld
5 3 - 3 3 1 5 1 6
Attributes: Cat fall Skill.

Orkoid – Squig 20 TG
Squigs are bulbous predators consisting of little more than a large maw and razor-sharp teeth. Squigs are a bestial form of
Ork and are used as pets, beasts of burden, and a plentiful food source by larger Orks.
M WS BS S T W I A Ld
5 3 - 4 2 1 3 1 5
Attributes: Furious Charge, Ork Only

Kroothound 25 TG
Kroothounds are evolutionary off-shoots of the Kroot species who ingested the DNA of canine species and reached any evolutionary
dead-end from which they could not evolve further. As such, they have a special relationship with the Kroot, something akin to
valued companions rather than simple pets.
M WS BS S T W I A Ld
5 3 - 3 3 1 5 2 7
Attributes: Impetuous Skill, Tau Only

Inquisimunda 2.0 - 18
Bizarre Bazaar
Version 2.0

[Intended to replace the Necromunda Trading Post section]

I. Spending your Throne Gelds


Even in the strictest, most patrolled worlds of the Imperium, there are black markets and hidden illegal bazaars filled with
wonderful and terrifying things. As long as one has a full purse, anything is possible. As the saying goes Geld talks, groxshit
walks.

Between scenarios, all warbands can do any of the following activities:

• Recruit new members

• Recruit new Hired Guns

• Purchase weapons & equipment from the bazaar

• Visit the Sawbones

• Sell to the Bazaar

II. Recruit new members


Unless specifically denied by the last scenario, a warband may attempt to recruit new members. There is no set limit to the
amount of new members a warband may recruit during each postgame sequence, other than the amount of gelds it has and the
limit of each type available to the warband.

New recruits are selected in the same way as new members were selected upon warband creation. New members may be
equipped with weapons and equipment available in the warband s stash, so long as their type may use that weaponry or
equipment.

Unless the warband are Void Pirates or Rogue Traders or Xenos Strike Force, any Xenos a warband wishes to recruit are
difficult to find. If a warband wishes to recruit Xenos members, roll a D6. On a roll of 4+, the warband may recruit up to one
(1) Xenos this postgame sequence.

III. Recruit new Hired Guns


Hired Guns may be recruited exactly as upon creation.

IV. Purchase from the Bazaar


Common items may be purchased at the cost listed at any time and in any quantity.

Uncommon items may only be purchased by rolling a D6. On a roll of 6, the market simply doesn’t t have the goods
available (maybe they ran out of stock, suffered a raid by the authorities, etc.).

Rare Items are difficult to find. To represent the scarcity of rare items each player makes a dice roll at the start of his trading
session to determine what goods are offered to him. To determine how many rare items are offered roll a D3 (ie, a D6
counting 1-2 as 1, 3-4 as 2 and 5-6 as 3). This is the number of items offered to the gang by their dealer contacts, guilders and
local merchants.

If a player wishes he can use a ganger to search around the trade post and make enquiries about further rare items which
might be for sale. A ganger who does this must not have gone out of action and cannot collect income from the gang’s
territory that turn; searching out rare items is an alternative to collecting income.

For each ganger employed in this fashion you may add a further +1 randomly generated rare items to the list of those offered
for sale.

V. Visit The Sawbones


Bionics and Implant weaponry require advanced technical and biological knowledge that is not very widespread within the
Imperium. Some warbands have the means and resources to fit and produce these parts (detailed below), but most do not. As

Inquisimunda 2.0 - 19
such, to purchase any sort of bionic or implant weaponry, a warband must make sure the Bazaar has some sort of Doc,
Genetor, or Heretek willing to fit the implants.

The player rolls a D6. Puritan warbands subtract 1 from the result.

On a roll of 1-2, the warband may not purchase implants and bionics this postgame sequence.

On a roll of 3+, the warband may purchase and equip bionics and implant weaponry as detailed above.

However, word spreads during the next battle, and that warband may automatically purchase bionics and implants in the
subsequent postgame sequence, as the Doc catches up with them.

The following warbands may ALWAYS purchase implants and bionics:

• AdMech Explorators

• Inquisition Cells with a surviving TechAdept

• Nobilist Factions

• Void Pirates - Freebooterz

VI. Sell to the Bazaar


Some warbands may end up with excess equipment or weapons from dead members, captured opponents, or loot taken from
scenarios. Any warband may sell as many items as it wishes each postgame sequence and the sold items are worth half their
fixed value (i.e. an item worth 10+D6 Geld, may be sold for 5 Geld, etc.).

Items and weapons never have to be sold and may be hoarded in the warband s Stash for later use or sale.

VII. The Item Cost


The cost of each item is defined by a basic cost, used upon the creation of the warband, and the market cost to represent its
bazaar’s cost. The cost of each item is within the armory table in the expanded armory chapter.

Inquisimunda 2.0 - 20
Expanded Armory
Version 2.0

I. AMMUNITIONS

BOLT SHELLS / Shotgun


This is a small self-propelled missile. In fact it is a charge adapted from a boltgun round, and has similar properties
including being somewhat temperamental.

DUM-DUM BULLETS / Pistols


A stub gun can be loaded with dum-dum bullets. A supply of these powerful hand-made bullets costs extra, but they
are more effective than standard ammunition adding +1 to the Strength of any hits (Strength 4 rather than 3). However,
a stub gun firing dum-dums must test to see if it explodes on an Ammo roll of 1, 2 or 3 instead of just a roll of 1. Dum-
dum bullets follow the usual ammo rules as explained in the Ammunition & Gunsights section.

EXECUTIONER SHELL / Shotgun


Executioner shells are Exotic shells. They contain a small amount of propellant and a tiny guidance chip which locks unto the
target. If a shot with an Executioner misses, the firing model may re-roll the to hit roll once.

FRAG MISSILES / Missile Launcher


This missile scatters shrapnel over a wide area making it ideal for scything down groups of exposed fighters.

HELLFIRE BOLTS/ Bolt Weapons


The core of hellfire bolts contains highly corrosive acids that inflict horrendous wounds on unprotected flesh. Poorly
maintained hellfire bolts are notoriously explosive as any leaking acid can eat away at the bolt weapon's innards.
A hit from a bolt pistol or boltgun firing hellfire bolts inflicts D3 Damage. However, a gun firing hellfire bolts must
test to see if it explodes on an Ammo roll of 1, 2 or 3 instead of just a roll of 1.

INFERNO BOLTS/ Bolt Weapons


INFERNO Bolts are loaded with a small promethium charge. Models hit by an inferno bolt may Catch Fire, as if hit by a
Hand Flamer (5+)

KRAK MISSILES / Missile Launcher


This missile contains a powerful implosive charge designed to crack open heavy armored targets.

KRAKEN BOLTS/ Bolt Weapons


A Kraken penetrator round is capable of piercing the toughest hide thanks to its adamantine core and improved propellant.
They add +1 Strength and -2 Armor save modifier.

MANSTOPPER SHELLS / Shotgun


This is a particularly heavy solid cartridge with a massive propellant charge. It is more powerful than a normal solid
shot and more accurate over longer ranges. However, it is more expensive than an ordinary solid shot.

METAL STORM BOLTS / Bolt Weapons


Metal storm bolts explode in proximity to the enemy, their fragmentation casing making pinpoint accuracy unnecessary. Shot
done with such ammo always test for Stray Shots.

OVERCHARGE CELL / Laser Weapons


Overcharge Cells negate any to hit penalties suffered by the weapon they are attached to, it adds +1 Strength and -1 Armor
save modifier.

HOTSHOT SHELL / Shotgun


Hot Shot shells are loaded with a small promethium charge. Models hit by a Hot Shot shell may Catch Fire, as if hit by a
Hand Flamer.(5+)

PLASMA MISSILE / Missile Launcher


This missile scatters plasma over a wide area making it ideal for scything down groups of exposed fighters.

PSYCANNON BOLTS

Inquisimunda 2.0 - 21
Psycannon bolts are psychically charged Bolts which negate the powers of Warp creatures and other followers of Chaos.
They add +1 Strength. Warp Creatures do not receive their 4+ save against Psycannon Bolts.

II. ARMOUR

Special: Armor comes in two forms: regular and Enclosed. Enclosed armor is more expensive; however it fully protects the
user from environmental dangers. As such, enclosed armor is considered to incorporate both a respirator and photo-
contacts/visor.

CAMELEOLINE
Cameleoline is a special type of fabric or coating used to blend the wearer more naturally into their environment.
Cameleoline may be taken by itself (which represents its inclusion into the wearer’s clothing) or with armor (representing its
coating onto the armor’s surface). Cameleoline gives the wearers an additional -1 cover save from shooting attacks (i.e.
partial cover would be -2, etc.)

CARAPACE ARMOUR
Carapace armor is made of rigid plates of armaplas moulded to fit parts of the body. A typical suit of carapace covers the
vital chest region, with separate plates for the arms and legs. The armaplas plates offer quite good protection from low-
powered weaponry but are rather heavy.
Armor Save: A fighter wearing carapace armor receives a 4+ armor saving throw.
Initiative: Because of its cumbersome weight a fighter wearing carapace armor suffers a -1 Initiative characteristic penalty.

CONVERSION FIELD
A conversion field works by taking incoming kinetic energy, converting it into potential energy (hence the name), and then
releasing that energy in the form of light. The Rosarius used by many members of the Ecclesiarchy incorporates a conversion
field. A conversion field grants lowers the strength of all incoming Shooting attacks by 2. If the wearer is successfully hit by
a weapon of Strength 5 or higher, treat the field as a photon flash grenade attack, centered on the equipped model. This has
no effect on the wearer

DISPLACER FIELD
A rare and little understood device, a displacer field is similar to a refractor field however, if the field senses any failure, it
will attempt to teleport the wearer several feet out of danger. Although, such sudden random displacement may have
unintended consequences…
A displacer field lowers the strength of all incoming Shooting attacks by 3 and is considered Exotic.
Any weapon which scores 2 or more successive hits (usually via Sustained Fire) and/or with the High Impact attribute which
is hits the wearer, may cause the displacer to activate. Roll a D3 and Scatter Dice. The model is immediately moved that
many inches in the direction indicated. If this causes the model to not be placed on a horizontal surface, it suffers from
Falling. If this places the model in impassable terrain or another model, it immediately suffers an automatic wound with no
save possible. If the model is lucky enough to survive, place it within 1” of its original destination.

FLAK ARMOUR
Flak armor is made from high-tensile padded fabric usually in the form of a sleeveless jacket which covers the upper torso.
Flak is rather uncomfortable and not especially popular despite its low cost. It offers minimal protection against low powered
weapons and is most useful against blasts and explosive impact from near-misses.
Armor Save: A fighter wearing flak armor has a basic D6 saving throw of 6 against a wound. This is increased to 5 or 6
against weapons which use a template as these are generally the low velocity weapons that flak is most effective against –
flamers, blast weapons and Frag grenades, for example. The save modifiers for these weapons may reduce or cancel out this
save in many cases.

FORCE FIELD
Force fields are the simplest and most common form of protective energy shield used throughout the Imperium. Nevertheless,
personal force fields are expensive and rare in the Underhive, only gangs with the right connections can ever hope to own
one. All ranged attacks made against a fighter protected by a force field suffer a -1 penalty to their Strength and Save
Modifier. Note a force field offers no protection against hits struck in hand-to-hand combat.

GHOSTHELM
A Ghosthelm is a psychically attuned helmet worn by Eldar psykers to boost their powers and protect them from the
predations of the Warp. A Ghosthelm allows the wearer to reroll one Perils of The Warp result or Psychic power per
scenario. A Ghosthelm is an Eldar weapon and is considered Exotic to all non Eldar races. A Ghosthelm grants the wearer the
Focus power attribute.

HEXAGRAMMIC WARDS
Hexagrammic Wards are the catchall term applied to etchings, incantations, or physical systems which protect the user from
psychic powers, sorcery, and other Warpcraft. The ability to apply a ward is a largely forbidden lore within the Imperium as
is considered Exotic to Humans. Hexagrammic Wards confer no saves against normal attacks. However, all direct attacks
from Psychic/Wyrd powers, Force weapons, and Warp Creatures receive a special 4+ “Armor Save”. If this test is passed, the

Inquisimunda 2.0 - 22
power or attack is negated.

HOLO-FIELD
A field of Eldar manufacture, this field places several holograms of the wearer around it, whenever the user moves rapidly.
A holo-field wearer is always considered to be in Partial Cover (1 to hit), if the wearer is in partial cover already it counts as
being in Full Cover (2 to hit). Models shooting at the wearer from Overwatch suffer 2 to hit, rather than the normal 1
modifier. A Holo-Field is considered an Eldar weapon.

KUSTOM FORCE FIELD


It is a strange array of energy-based shields utilized by the technologically-minded Orks known as Mekboyz. A Kustom
Force Field lowers the strength of all incoming Shooting attacks against the user, and all Orkoid models within 3”, by -2. A
KFF is only usable by Ork models and only 1 may be included in a warband.

MESH ARMOUR
Mesh armor is a fabric-like material made from tiny cells of bonded thermoplas. The resultant mesh is light but very strong
and can be fashioned into garments or used as a protective lining. Mesh absorbs physical blows or heat energy by becoming
momentarily solid, effectively absorbing the energy of an attack to switch from one morphic state to another. Repeated hits to
the same area will tend to erode this effect and reduce the protective value of the mesh.
Armor Save: A fighter wearing mesh armor receives a 5+ armor saving throw.

POWER ARMOR
Power armor is a set of full-body protective armors, which are servo-assisted and grant the wearer greater power. In many
cases, a neural interface is included so the wearer does not suffer any lag-time between the controls and the armor’s
movement and fighting actions.
Armor Save: A fighter wearing power armor receives a 3+ armor saving throw. However, if the wearer is below Strength 5,
it suffers -1 Initiative (Astartes and models equipped with an MIU ignore this penalty).

REFRACTOR FIELD
A refractor field works by dispersing the energy of incoming attacks throughout the field. A refractor lowers the strength of
all incoming Shooting attacks by -1 and, as it glows slightly, the wearer cannot hide.

III. BIONICS

Special: Bionics may be selected upon recruitment or to replace a damaged limb or other body part if the model suffers such
from the Serious In-juries chart (i.e. a bionic eye may replace a blinded eye, etc.). If used as a replacement, it cancels out the
negative modifiers for that body part. Bionics may be damaged just as a body part can. If this happens, any positive effects
provided by the bionic in question are cancelled and, if not replaced with another bionic, the model is affected just as if it was
their normal “organic” body part. Once implanted, bionics may not be removed and transferred to another model.

BIONIC INJURY
If a model suffers a serious injury to an area replaced with a bionic arm, eye, chest or leg then, roll a D6. On a roll of
4+ the bionic is repaired and the fighter suffers no lasting injury. On a roll of 1-3 the bionic is damaged and the fighter
suffers from the serious injury following the usual rules.

BIONIC EYE
A bionic eye's photosensitive cells offer protection against photon flash flares and enable the fighter to see in darkness and
through smoke. A fighter that is Partially Blinded can be implanted with a bionic eye, in which case all serious injuries to a
chosen eye are struck from the gang roster. A fighter implanted with a bionic eye counts as wearing a photo-visor and infra-
red goggles. The model is also unaffected by smoke clouds, though any shots through the cloud suffer a -1 to hit penalty.

BIONIC LEG
A bionic leg is very much stronger than an ordinary leg and affords the fighter the opportunity of making a devastating kick
attack. A fighter suffering from a Leg Wound can be implanted with a bionic leg, in which case all Leg Wounds that a chosen
leg suffers from are struck from the gang roster. A fighter implanted with a bionic leg gains +1 to his Attacks characteristic in
hand-to-hand combat. In addition, if the fighter attempted to jump down from a ledge and the Initiative test is failed, roll a
D6. On a roll of 4+ the bionic leg takes the brunt of the force. The fighter suffers no damage and may continue his move, just
as if the Initiative test was passed.

BIONIC ARM
A bionic arm is a particularly expensive device which offers greatly amplified strength, grip and dexterity compared to a
normal arm. A fighter suffering from an Arm Wound or Hand Injury can be implanted with a bionic arm, in which case all
Arm Wounds and Hand Injuries that a chosen arm suffers from are struck from the gang roster.
A fighter implanted with a bionic arm receives a +2 Strength bonus when using that arm. He also receives a +2 Initiative
bonus during hand-to-hand combat or when testing to see if the fighter falls off a ledge.

Inquisimunda 2.0 - 23
BIONIC CHEST
A bionic chest is a toughened membrane that sheathes the sternum and frontal rib cage. The material absorbs impact trauma
and spreads the energy throughout the membrane thus reducing the chance of penetration. A fighter suffering from a Chest
Wound can be implanted with a bionic chest, in which case all Chest Wounds are struck from the gang roster. A fighter
implanted with a bionic chest counts as wearing a respirator and also receives a 6+ armor saving throw.

ELECTOOS
Electoos are a series of sub-dermal capacitors and wiring which turn the bearer into a living spark plug. Rare outside the
Adeptus Mechanicus, Electoos are common amongst the sect known as Electro-Priests who use these implants to provide
power to machinery. They can also be used in close combat as a form of shock weapon, deadly to most foes, armored or not.
Models with Electoos are considered armed with a Medi-pack when attempting to repair Constructs hit by EMP or haywire
grenades. Additionally, the bearer may use the Electoos in HtH combat. If doing so, the player must declare the model is
using Electoos before charging or before being charged. The model may then not use any other HtH or Pistol weapons.
However, the model counts as being armed with 2 HtH weapons, adds +1 Strength to its attacks, and its Attacks have the
Shock attribute.

INJECTOR RIG
Sometimes known as a “Bio Booster”, this can be a crude system of syringes linked to the user’s bloodstream or an elegant
augmetic installed sub dermally. Injector Rigs are used to infuse stimulants and other drugs directly into the user’s
bloodstream. An Injector Rig allows the model to use any drug it is equipped with at any time during its turn. Additionally,
on the model’s first Injury roll, the model may take one reroll. This may only be used on the first Injury roll a model takes. If
the model chooses not to reroll the result, the rig cannot be used on any subsequent rolls.

LOBO CHIP
A lobotomy chip is implanted directly into an organic brain and effectively anaesthetizes the user’s excessive behavior. A
lobo chip will cure a fighter of psychology tests associated with any serious head injury. Once implanted, the model does not
have to test for Stupidity or Frenzy and its Initiative is reduced to 1.

MIU
A Mind Impulse Unit is rarely seen outside the Adeptus Mechanicus. It is a neural uplink which allows the user to control
Constructs and equipment via thought. A model with an MIU does not incur any penalties for wearing Power Armor and
doubles the distance at which any selected Constructs may be controlled.

MECHADENDRITES/SERVO-ARM
Technically not a bionic replacement, Mechadendrites are long metal ‘tentacles’ used by Techpriests to help repair
equipment, perform sensory operations, or any number of myriad uses. A servo-arm is a crude version of the mechadendrite
but is often seen mounted on the backpacks of many Astartes Techmarines.
A mechadendrite/servo-arm does not replace a limb. Only non-Construct models may select mechadendrite/servo arms and
only then if it has a MIU. No model may have more than their Toughness characteristic. Every mechadendrite/servo arm
grants the following: the user is +1 Strength in HtH combat, does not suffer the encumbered modifier, and gains +1
Attack in HtH combat (ex: so a normal human with 2 Mechadendrites would have 3 Attacks at Strength 5 in HtH combat).

SKULL CHIP
It is a small neural microchip which improves reaction time and memory. A model with a Skull Chip can reroll any Initiative
based test, but must accept the second result, even if it is worse.

SHOULDER RIG
Technically not a bionic, the shoulder rig is used to mount an independent weapon upon the wearer’s shoulder, leaving his or
her hands free. Shoulder Rigs may only be used by models with an MIU. A shoulder rig may be fitted with any basic weapon,
at normal cost. During the shooting phase, a model with a shoulder rig may fire the shoulder rig at any enemy model within
its forward 90° arc, even if firing another weapon at the same or another model, at 1 BS (in addition to any other To Hit
modifiers).

IV. GRENADES

CHOKE GRENADES
NCE rulebook.

DEMO-CHARGE
A large, unwieldy bomb developed for the Imperial Guard. Demo Charges are unwieldy to throw and are -1 to hit, possess
the High Impact and Blast attributes, and may be used for Demolition. Due to their inherent danger, Demo Charges are
Exotic weapons.

FIRE BOMB
The preferred weapon of rioters and recidivists, a fire bomb is a simple canister filled with flammable liquid which explodes
into a fireball when it strikes. Fire Bombs have the Blast and victims may catch fire, as if hit with a hand flamer.

Inquisimunda 2.0 - 24
FRAG GRENADES
NCE rulebook.

HALLUCINOGEN GRENADES
NCE rulebook.

KRAK GRENADES
NCE rulebook.

MELTA GRENADES
NCE rulebook.

PHOTON FLASH GRENADES


NCE rulebook.

PLASMA GRENADES
NCE rulebook.

SCARE GRENADES
NCE rulebook.

SMOKE GRENADES
NCE rulebook.

TOX BOMB
The standard grenade rules apply for throwing a tox bomb. Any models at least partially caught under the gas cloud template
will be hit on a D6 roll of 4+, or 6 if they are wearing a respirator (filter plugs alone won't help), suffering a Strength 4 hit
with no armor save allowed. Leave the tox marker in place for the rest of the game. Anyone who subsequently moves within
range may be hit as above.
Once Per Fight: A fighter can only carry a single tox bomb each game so once thrown cannot throw another. Tox bombs are
still replenished after each fight just like normal grenades.

V. MISCELLANEOUS EQUIPMENT

AUTO-REPAIRER
NCE rulebook.

BERSERKER CHIP
NCE rulebook.

BIO-SCANNER
A bio-scanner detects life signs within the proximity of the user. The device is small, about the size of a pistol, and can be
worn upon a belt or around the owner’s neck. A fighter who carries such a device improves his chances of spotting enemy
intruders. A model carrying a bio-scanner will automatically spot any hidden enemies within 16".

BIO-BOOSTER
A bio-booster is a small chemical charge that fits into a wrist band or similar. The booster’s bio-sensor is activated when the
wearer is injured, administering a shot of booster chemical into the bloodstream by means of a pressure diffuser. The bio-
booster is self-administering and completely automatic.
If a fighter wearing a bio-booster is required to roll on the injury chart then a roll of 1-3 counts as a flesh wound. Note this
only applies to injury rolls made in the recovery phase – ie, not to rolls made when initially suffering a wounding hit.

BLADE VENOM
Blade venom is brewed from a variety of natural poisons to produce a viscous purple substance which will kill a man in
seconds. The only problem is that a clumsy fighter with a poisoned weapon is as great a danger to himself as anyone else.
Doses of blade venom are kept in the gang's stash and distributed before the start of a game to fighters who will use them. A
dose of blade venom will envenom one weapon for one game, after which the venom loses its potency. Blade venom can
only be usefully applied to knives, Chains or Flails, Clubs, Mauls or Bludgeons, Massive Weapons and Swords. Any hits
inflicted by a weapon coated in blade venom causes D3 wounds instead of 1 and counts as high impact. However, the model
suffers a S1 hit for every fumble it rolls which also count as high impact.

BOTTLE OF WILDSNAKE
Wildsnake is rare and potent liquor brewed out in the bad zones where it commands a price to match. A cunning leader can
use the Wildsnake to instill a bit of "Snake Courage" into their gang by giving it to them to drink before a game. The bottle of
Wildsnake is used up and the whole gang can reroll any failed nerve tests and Bottle rolls. Sadly their inebriation also reduces
their Initiative characteristic by -2 as well. Once the game is over the gang's characteristics are returned to normal with
accompanying blistering headaches.

Inquisimunda 2.0 - 25
CLIP HARNESS
Fighters who must constantly climb the sheer ruins and crumbling superstructure of the Underhive often choose to make use
of a clip harness to save them from falling. The harness is nothing more than a safety line that is fastened round the body,
with a strong steel clip or magnetic clasp which can be attached to a nearby object. If the wearer should fall the harness will
save him and enable the fighter to scramble to safety.
The end of the safety line must be fastened for it to work. A model can fasten a harness if it does not move in its movement
phase. The fighter can still perform other actions in addition to fastening the harness, such as shoot or go onto overwatch. The
harness is automatically unfastened when the model moves or enters a hand-to-hand combat.
If the model becomes pinned or goes down within 1" of an edge then he does not have to test to fall. The fastened harness
prevents him from falling, just as if he had passed the Initiative test.

COMM-LINK/MICROBEAD
Comm-links are small personal communications devices commonly worn over an ear. Comm-links allow fighters to remain
in constant contact, heightening situational awareness. Warbands equipped with comm.-links may always user the leader’s
Ld characteristic when taking tests no matter how far away they are. However, friendly models within line of sight of another
friendly model which goes down or Out of Action, must test for breaking, even if they are further than 2” away.

CHARM
A charm can be anything from a lucky Aquila to a rat-bone necklace. A model with a charm can sometimes sense when
danger is present. If a fighter equipped with a charm is shot at and hit from overwatch, roll a D6. On a roll of 5+, the model
avoids the shot. If the model fails, he takes damage normally.

CONCEALED BLADE
NCE rulebook.

CONTROL COLLAR
A common misnomer for a control device and matching micro-processor inserted into the brainstem of a beast to control its
actions. Beasts fitted with control collars function exactly as friendly fighters so long as they remain within 24” of a friendly
non-Beast model with a Control Collar item. If, for any reason, the beast moves further than 24” away, it may do nothing else
until another non-Beast model with a Control Collar item moves within 24”.

DRUM MAGAZINE
NCE rulebook.

FILTER PLUGS
NCE rulebook.

FLECTS
Flects are technically not a drug, though they function similarly. Flects are small slivers of glass which have been exposed to
the Warp and, when a user looks into the glass, its mind is exposed to the Warp. ‘Flects are a drug and can be consumed at
any time during the equipped model’s turn and its effects last until the end of the game. ‘Flects may only be used by non-
Construct models once per game and any subsequent drugs used have no effect. When a model uses a ‘Flects, roll on the
following chart and apply the effects immediately:

1: The user’s mind is blasted by the full power of the Warp. The model must roll on the Perils of the Warp chart.
2-3: The user’s mind and body are improved. The model may add D3 to any characteristic. This lasts until the end of the
scenario.
4:The Flect opens up the user’s mind. The user permanently gains either D3 to one characteristic or one skill of their choice.
5:The Flect opens a door in the user’s mind but its body revolts. The user gains one minor Wyrd power until the end of the
battle and one random mutation.
6:The Warp corrupts the user’s mind. The model immediately suffers 1 wound, with no armor or field saves allowed. If the
user survives, it suffers from Stupidity until the end of the battle.
Roll a 2D6 after each battle the equipped model uses a Flects, on a roll of 2 or 12 the user is driven utterly insane and is either
mercifully killed by its comrades or runs screaming into the night. The model, and all its weapons and equipment, is
permanently lost.

FRENZON
A combat drug typical to Penal legion units and Arco-Flagellants, Frenzon stimulates the user’s adrenaline glands and
hypothalamus, speeding up reaction time and slowing down outside actions. Frenzon is a drug and can be consumed at any
time during the equipped model’s turn and its effects last until the end of the game. Models without Injector Rigs may only
use one type of drug per scenario.

Frenzon allows the user to immediately Frenzy. Roll a 2D6 after each battle the equipped model uses the drug; on a roll of 2
or 12 the user becomes addicted. Addicted models derive no further benefit from that drug and suffer -2 to their Initiative and
Weapon Skill

GRAPNEL

Inquisimunda 2.0 - 26
NCE rulebook.

GRAV CHUTE
NCE rulebook.

ICROTIC SLIME
Icrotic slime is a rare and dangerous Underhive organism - a living transparent blob about the size of a man's fist. A mature
slime seeks out a living creature and positions itself on top of the creature's head where it is slowly absorbed through the flesh
into the host's brain. As slimes aren't very fast or agile they rely on catching their victims asleep. Whilst they invade their
host they protect themselves by releasing psycho-chemical stimulants which seriously affect the host's mind and body. So
euphoric is the effect, and so great the sense of power, that the victim makes no attempt to remove the slime.

Once inside the host's brain the slime encysts and reproduces in the manner of common amoebic parasites. As the amoeba
divides it becomes millions of tiny babies, which break out from their shells and begin to consume the host's brain from
which they derive vital psychic as well as physical nutrition. Soon the host turns into a gibbering wreck as his brain is
consumed from within. Within hours the pressure of the feeding, growing baby slimes is so great that the victim's skull cracks
open and millions of tiny Icrotic Slimes slither out. These are only a millimeter or so across, but they grow quickly by
enveloping and digesting increasingly large creatures.

So great is the physical and mental enhancement and general sense of euphoria induced by Icrotic slime that some people use
it as a drug. They avoid death either by ensuring there is somebody ready to scrape off the slime at the last minute, or by use
of anti-parasite drugs that kill the Icrotic slime before it has a chance to encyst. Once encysted the tough outer shell makes the
slime immune to all but physical removal involving major surgery.

The risks of using icrotic slime are considerable, even when using drugs. The efficacy and potency of antidotes vary
tremendously, especially in the dangerous, sleazy environments where these are often used. Amongst the wealthy decadent
elite who indulge in this practice the risks are less because they can afford good quality antidotes, but even so success is not
certain. There are even strains of Icrotic slime that have become immune to the anti-parasite drugs.

Effect: Icrotic slime has a potent effect on the user: the chemicals it releases make him stronger, more agile, improve his
reflexes and nullify the effects of shock and trauma so that he can fight on and survive terrible wounds. It is thought these
effects are produced in the host to ensure it survives long enough for the icrotic slime to reproduce successfully.

If a fighter uses the icrotic slime, then at the start of the game roll a D6 on the table below for each of the user's
characteristics except Wounds and Leadership.

Results:

1-The characteristic is unaffected.

2-3 Increase the characteristic by +1 points.

4-5 Increase the characteristic by +2 point.

6- Increase the characteristic by +3 points.

The model's Wounds and Leadership characteristics are both doubled up, to a maximum of 10 each. In addition, the character
is so deranged by the slime that he is never pinned by any hits.

Duration: Icrotic slime has an effect for the whole game, after which it must be removed or the recipient will die. The slime
is destroyed by removal so it may only be used once.

Side-effects: Roll 2D6 at the end of the game. If the roll is a 2 the Icrotic slime encysted before the fighter's comrades could
remove it, he dies screaming in agony. On the plus side you get to keep his equipment and all these valuable baby icrotic
slimes are scooped up and sold on for 4D6 credits. On a 3-11 the slime is successfully removed. On a 12 the slime is removed
plus the fighter gained some benefit from his slime time and has all of his serious injuries removed (including the good ones
like scars). If he had no injuries the fighter gets a free roll on the Advance Table instead.

INFRA-RED GOGGLES
NCE rulebook.

ISOTROPIC FUEL ROD


NCE rulebook.

KALMA

Inquisimunda 2.0 - 27
Kalma is the hive name for a general group of euphoric sedatives which lower the state of consciousness and induce a state of
well-being. Such drugs are often ground up and used in small quantities in food. A tablet of kalma renders the individual
docile and compliant. A 'kalmed' character can be led about and will remain passive while unattended.
Fixer: The 'Kalma' result on the Outlaw Rare Trade chart indicates you have contacted an individual who can supply you
with kalma whenever you trade from now on. This means that even though kalma is listed as a rare item on the price chart
you now treat it as 'common'.
Effect: Kalma can be used in one of two ways. Kalma can be ingested by a downed fighter to alleviate pain, or it can be fed
to a captured fighter if a rescue attempt is made.
If a down fighter consumes kalma then when he's required to roll on the Injury chart the Flesh Wound bracket is increased to
1-3. However, once the effects of the kalma have worn off the sudden overload of pain means he's automatically taken out of
action.
If the kalma is fed to a captive then he is treated in the same way as a down model throughout the scenario (i.e. they are
placed face down and can only move 2" per turn), though they don't make recovery rolls.
In either case, the sedative effects of the kalma means that a fighter which consumes it has his Initiative reduced to 1 and
follows the rules for stupidity until its effects wear off.
Duration: Roll 2D6 in each recovery phase and add the model's Toughness characteristic to the result. If the total is greater
than 12 then the effects of the kalma wears off; if the total is 12 or less the fighter is still affected and grinning beatifically.
Note if the kalma is fed to a captive then this test is only rolled once the captive is freed or the alarm is sounded.
Side-effects: There are no long-term side-effects to using kalma.
One Use: Once a dose of kalma has been used it must be struck from the gang roster.

LOBO-CHIP
NCE rulebook.

LOCAL MAP
NCE rulebook. (Ratskin Map)

MASTER-CRAFTED WEAPON
A master-crafted weapon is the pinnacle of the Weapon smith’s art and is made from the finest materials and is engineered
with exacting engineering. A Master-crafted weapon automatically passes any Ammo Roll it is required to take. Weapons
with the ‘Auto” Ammo Roll will pass on a roll of 4+.

MEDI-PACK
NCE rulebook.

PHOTO-VISOR
NCE rulebook.

RELOADS
NCE rulebook.

RESPIRATOR
NCE rulebook.

SCREAMERS
NCE rulebook.

SILENCER
NCE rulebook.

SKULL CHIP
NCE rulebook.

'SLAUGHT
'Slaught is officially known as Onslaught and it is a crude combat drug made from a dangerous combination of mutant rat
glands and a number of synthetic adrenalin compounds. 'Slaught enhances an individual's fighting abilities: increasing
alertness and speed, apparently slowing down the world by increasing a person's mental awareness. If it weren't for its
unfortunate side-effects it would be an ideal combat drug.
Fixer: Like kalma, the "Slaught' result on the Outlaw Rare Trade chart indicates you have contacted an individual who can
usually supply you with 'slaught whenever you trade from now on. Roll a D6 in each trading session: on a 2+ 'slaught is
available and on any other roll it isn't.
Effect: A model may take a dose of 'slaught before the start of a game. 'Slaught increases the user's Initiative and Weapon
Skill by D3 points each; Ballistic Skill isn't affected. When the effects wear off, fighting abilities return to normal.
Duration: Roll 2D6 in each recovery phase and add the model's Toughness characteristic to the result. If the total is 12 or
less the model is still affected by the dose. If the total is greater than 12 the dose wears off, the model collapses in a heap,

Inquisimunda 2.0 - 28
counting as being pinned, and is no longer under the drug's influence. Only a single dose of 'slaught may be taken in a game
or the cumulative effects would kill the user.
Side-effects: There are dangers associated with long-term use of 'slaught. Each time the 2D6 roll is made for duration there is
a chance that the model will become addicted. On a roll of double 1 the model has become dependent upon it. A dependent
character no longer derives any benefit from the drug but must continue taking it in the future or he will suffer detrimental
effects.
If denied access to the drug a dependent character loses -D3 points from his Initiative and from his Weapon Skill until he
receives his next dose. If either characteristic is reduced to 0 the model cannot fight. Long-term users of 'slaught are called
'slaughters. As 'slaughters get older they become 'slaughted, and gradually lose mental coherency if the drug is denied them.
These drooling, jerky-limbed madmen roam the Underhive, no longer able to tell friend from foe or man from monster.
One Use: Once a dose of 'slaught has been used it must be struck from the gang roster.

SPOOK
Spook is extracted from certain decayed synthidiet deposits or 'raw spook'. The decayed synthidiet was dumped many
thousands of years ago and stashes are sometimes discovered in the Underhive or ash wastes by scavvies and ratskins. The
original synthidiet was probably recycled from the bodies of dead hivers in times of food shortages and so may act as a
medium for carrying race-memories locked in chemical form or DNA.
Over the millennia the decaying synthidiet was acted upon by the mutant fungi spores that made up an important component
of it, turning the stuff into a potent and dangerous powdery green scum. This is drunk in a frothing liquid form by those
foolish enough to use it. A tiny glass phial contains a standard dose.
Spook enhances any latent psychic awareness in the human mind. Most spook-induced wyrds will be devoid of any inherent
mental strength (otherwise latent wyrd powers would have developed and manifested themselves naturally). They are
psychically vulnerable and consequently prone to daemonic attack in all. its forms, as indeed are many wyrds.
Effect: A dose of spook will temporarily give a model a minor Wyrd power. Generate the power by rolling D66 on the Wyrd
Minor Powers table at the start of the game. This may result in a power which is useless on its own, or indeed no power at all.
If an Extra Primary Power result is rolled then you may choose which Primary Power table to roll on, or to control D3 pets
following the usual Beastmaster rules. Taking spook is not what you'd call exact science. Even if the same model takes spook
twice in a row it will not get the same power.
Duration: A single dose of spook lasts for the duration of the game.
Side-effects: Just like Wyrds, daemonic attacks can occur whenever the spooker uses their power following the Perils of the
Warp rules found in the Wyrd section. However, to reflect that the spooker has no inherent mental defences, when attempting
to use the power he must roll for Perils of the Warp if any double is rolled.
One Use: Once a dose of spook has been used it must be struck from the gang roster.

SPUR
The name spur is given to a number of similar stimulants. Spur has some unusual side-effects which discourage most
individuals from using it. Taking spur involves extra risks because not all spur is the same, and so the potency of any side-
effect cannot be judged accurately. All types stimulate the nervous system, improving the senses, muscle reaction and speed
of thought. However an old, adulterated or badly made batch may be ineffective. Fixer: Like kalma, the 'Spur' result on the
Outlaw Rare Trade chart indicates you have contacted an individual who can occasionally supply you with spur whenever
you trade from now on. Roll a D6 in each Trading session: on a 4+ spur is available and on any other roll it isn't.
Effect: A model may take a dose of spur before the start of a game. Roll a D6 on the table below to determine its effects.

Results

1-The batch is old or bad and has no effect.

2-3 Increases Movement and Initiative by +D3.

4-5 Increases Movement and Initiative by +3 points,but sensitizes the character's nervous system so that a sudden physical
shock may render him unconscious. To represent this the model's Toughness is reduced b y -1 point as long as the spur lasts.

6-Increases the character's Initiative and Weapon Skill by +D6 points each, Ballistic Skill and Movement by +D3 points
each. As a result of the character's hyperactive nervous condition, he goes down for one whole turn as soon as the drug wears
off, after which he recovers automatically.

Duration: Roll 2D6 in each recovery phase and add the model's Toughness characteristic to the result. If the total is 12 or
less the model is still affected by the dose. If the total is greater than 12 the dose wears off and the model is no longer under
the drug's influence. Only a single dose of spur may be taken in a game or the cumulative effects would kill the user.

Side-effects: There are no long-term side-effects to using spur.

One Use: Once a dose of spur has been used it must be struck from the gang roster.

STINGER POUTCH
Stinger mould is a rare and precious fungus that can only be found in areas where radioactive waste mixes with organic
sewage at a certain temperature. The mould blooms in a matter of hours, swells and then explodes to scatter its dangerous
poison spores into the air currents. The mould then shrivels and dies. If the mould is harvested before it matures its spores can

Inquisimunda 2.0 - 29
be rendered into a curative paste which vastly stimulates a body's healing rate. The recuperative effects of stinger are
renowned and are heavily harvested for use in The Spire and even off world.
A stinger mould patch can be used in one of two ways. It can be used to re-roll a result on the Serious Injury Chart.
Alternatively it can heal an existing serious injury, but its restorative powers are no miracle cure. If the patch is used in this
way then roll a D6. On a roll 3+ the injury is fully healed and is crossed from the roster. On any other roll the extent of the
injury is too significant and the serious injury remains, but further attempts to heal it can still be made.
Stinger moulds are kept in the gang's stash until used, after which it's struck from the gang roster.

SUSPENSOR
NCE rulebook.

VI. SIGHT

INFRA-RED SIGHT
NCE rulebook.

MONO SIGHT
NCE rulebook.

RED-DOT LASER SIGHT


NCE rulebook.

TELESCOPIC SIGHT
NCE rulebook.

Inquisimunda 2.0 - 30
Treacherous Conditions
Version 1.3

OPTIONAL Rules

The Treacherous Conditions chart represents the many dangers that can be encountered throughout the known galaxy. It is by
no means an exhaustive list and players are recommended to either ignore these rules, either use them as written, either use
them as a basis in their own campaigns. Some scenarios may specifically call for the usage of certain conditions and this will
be listed in that individual scenario. If no conditions are specified, either player may roll on the following chart.

At the beginning of each player’s turn, roll a D6.

1: Roll a D66 and check the below tables.

2-6: Nothing happens.

11-16: Toxic Conditions

11 Rad Zone

Due to thermonuclear war, leaking fusion reactors, toxic waste or some other disaster, the area is bathed in harmful radiation.
At the beginning of each player s turn, for every friendly model without Enclosed Armor, roll a D6. On a roll of 6, that model
suffers Radiation Sickness and takes one Flesh Wound. Any model taken Out of Action due to radiation sickness MUST roll
on the Serious Injuries chart.

1213 Toxic Fumes

Recent volcanic activity, buried toxic waste, or local flora has released miasmal vapors into the area. Models without
Enclosed armor or respirators start the game as if they were affected by Hallucinogen grenades. Once the effect wears off,
that model is no longer affected by the Treacherous condition this scenario.

14 Firestorm!

A raging inferno, smallscale volcanic activity, or magical fires have caused fires to erupt throughout the area. At the
beginning of every turn, roll a Scatter dice and 3D6. Starting from the direction on the scatter dice, measure the 3D6 from
that table edge and place a small blast marker. Any model fully under the marker suffers one Strength 4 hit and may Catch
Fire. Models partially under the marker are hit on a 3+. Models with the Mark of Tzeentch or a Pyro major Psyker power are
unaffected by this condition.

15 Acid Rain

Heavy contamination of the atmosphere causes corrosive rain to fall from the skies. Roll a D6 for any models out in the open
at the start of the game. On a roll of 1, the model is burned by acid and must pass a Toughness or Leadership test or go Out of
Action. Constructs must pass a Toughness test on a roll of 1 or 2. Any nonConstruct model which goes Out of Action due to
failing this roll, automatically receives the Impressive Scars injury.

16 Biohazard Outbreak

A contagion, biological weapon, or warpbased pestilence has blanketed the area in sickness and death. Models without
Enclosed armor must roll on the Toxic effects chart (see Expanded Armory) on each players third turn. Nurglite models and
Genestealer/Genestealer Cultist models may reroll this result once.

21-26: Atmospheric Conditions

21 Void Condition No Atmosphere

Inquisimunda 2.0 - 31
The scenario takes place in the cold, forbidding void of space. Models without Enclosed armor or respirators and photovisors
may not take part in this scenario. No other conditions apply as it is assumed all warbands take precautions to load the correct
ammunition and equipment to operate in the void. Models may never Catch Fire

22 Void Condition Leaking Atmosphere

The scenario takes place in a space station or starship which is venting atmosphere at an alarming rate. At the beginning of
each player s turn, for every friendly model without Enclosed Armor or a respirator, roll a D6. On a roll of 6, that model
suffers passes out from oxygen deprivation or is nearly sucked into the void and must hold on. It is Pinned until the end of
this turn. This affects models which may be immune to normal Pinning. Void Pirates/Freebootas are unaffected by this
condition on a roll of 4+ before the scenario begins.

23 Howling Winds!

Due to heavy storms or other phenomena, the table is battered by heavy winds. Any model firing a weapon at long range
suffers an additional 1 to hit modifier. If a model runs while on a walkway or uses Flying movement upwards, it must take an
Initiative test to avoid falling at the end of its movement.

24 Fog Of War

Heavy fog, gas clouds, or toxic fumes obscure the vision of all models. Vision range is reduced to a maximum of 20. As it is
difficult to draw a bead on targets, the Fast Shot and Marksmen skills are useless.

25 Gas Pockets

Leaking fuel fumes or natural gas have caused combustible pockets of gas to form throughout the area. Any model in cover
who shoots and rolls a 1 triggers one of these pockets! Resolve the effects like a Frag grenade centered on the firing model.

Models in the open or more than 8 from the ground level will not trigger these pockets.

26 Heavy Rains

Natural rain or leaking coolant pipes are causing a monsoon in the area. Vision range is reduced to 30 and models suffer a 2
to hit modifier when shooting from Overwatch. Models which Catch Fire may reroll a test to put out the flames.

31-36: Wilderness Conditions

31 Flooded Ground

Recent rains, melting ice, or overflowing rivers have caused the area to become inundated with standing water. Models
moving on the ground level, who don t float or fly, use their Strength characteristic to move instead of movement and treat all
terrain as being one level worse than it is. Additionally, models which fall and land on the ground level may reroll damage
from falling. Amphibious creatures and models not on the ground are unaffected by this condition.

32 Overgrown Foliage

The area is covered in creeping vines, hanging moss, and other clinging flora. Models may move up and down any vertical
surface without the aid of a ladder or stairway. As long as models remain in cover their entire move, models may run and
hide without the Dive skill.

33 Dense Undergrowth

The ground floor is covered with a thick layer of dead foliage and dense undergrowth. NonBeast models moving on the
ground level treat all terrain as one level worse (open ground becomes difficult, etc.). Models with Cameoline have their hit
modifier increased to 2. Models on walkways are unaffected.

34 Freezing Weather

The area is buffeted by snow, ice, and freezing temperatures. At the end of each player s turn, any nonConstruct model out in
the open and not within 1 of a structure, must take a Toughness test. If failed, that model suffers goes down and is considered
Pinned, due to exposure and chilling winds. Models in Enclosed and Power armor may reroll this result but must accept the
second result.

35 Dust Storm

The area is scoured by a wild storm of sand, dust, or ash and fighters find it difficult to orient themselves in the disorder. All
Open ground is treated as difficult and vision range is reduced to 36 . Models fighting in HtH combat treat all fumbles as
double. At the end of each player s turn, roll a D6. On a roll of 4+, the storm clears and the fight continues as normal.

Inquisimunda 2.0 - 32
36 Earthquake

The ground heaves in a giant earthquake, threatening to topple any structures and throwing models off their feet. Before the
game begins, any models who are on a walkway or structure must pass an Initiative test. If failed, they fall as normal. Models
which are more than 6 above ground level which pass the test are still considered Pinned. Models begin the game on the
ground level must roll a D6, if they are within 1 (or under) of a structure or walkway. On a roll of 1, that model is struck by
falling debris and takes D3 Strength 2 hits. Saves may be taken as normal.

41-46: Lighting Conditions

41 Pitch Black

Nearly all light has been extinguished in the area, whether due to an eclipse, underground area, or loss of power. Vision range
is reduced to 8 and models may not use the Fast Shot, Rapid Fire, or Marksman skills! All nonHrud and nonDark Eldar
models must shoot the closest target, even if their Ld value would allow them to negate this rule.

4243 Low Light

Light in this area is very low, casting long shadows and many places to hide. Vision range is reduced to 24 and models
wishing to shoot opposing models within 1 of a structure receive an additional 1 to hit modifier.

4445 Bright Light

Light in this area is so intense that it is nearly blinding and it is difficult to focus on targets without squinting. Models
wishing to shoot targets over 30 away must pass a Ld test. If failed, they may not fire at that target but may choose another, if
possible. Models wearing Enclosed armor and/or photovisors may reroll this Leadership roll. Photon Flash grenades (and
similar abilities) have no effect when this condition is in effect.

46 Lightning Storm

Light in the area is low but illuminated now and then by the flash of natural lightning, an arc of electricity, or the flash of
explosions. Models wishing to shoot at a model at long range must roll a D6. On a roll of 13, the model cannot draw a bead
and the shot is failed. On a roll of 46, the target is visible and the shooter rolls to hit as normal.

Additionally, models out in the open run the danger of being struck by the lighting effects. At the end of each player s turn,
nominate one model farthest from another model and/or structure. If there are no valid targets, the model which is highest
above the ground is struck. The struck model takes one (1) Strength 3 hit with a 1 save modifier.

51-56: Wildlife Conditions

51 Stampede!

The sounds and smell of battle have agitated the local wildlife, who attempt to flee right through the battle! After the first
player s turn, roll a D6 on every players turn. On a roll of 1 or 6, the stampede occurs. Every model on the ground level
MUST take an Initaitive test or be trampled. If passed, the model moves 2 towards the nearest piece of terrain. If failed, the
model takes one (1) Strength 4 hit, normal saves allowed. If the model takes damage in this way, it is Pinned. Once the
stampede occurs, players no longer roll for this effect and the game continues as normal.

52 Too Much Prey

There are simply too many prey animals in the area! All Beasts must roll a D6 at the start of their activation. On a roll of 13,
they catch an unfortunate victim and spend the turn feeding on it. They may make no voluntary actions this turn but will
defend themselves in HtH combat. On a roll of 46, they may act normally.

5354 Infestation

The area is infested with all manner of insectoid life, making it difficult to impossible for some models to fight.
NonBeast/Construct models suffer a 1 to hit modifier the entire game and all fumbles count double.

Models with the Mark of Nurgle suffer no negative effects from these conditions.

55 Nesting Avians

All the action throws local avian wildlife into frenzy. Models which move or shoot on any surface above ground level may
disturb the nesting beasts. Roll a D6. On a roll of 1 or 6, the model has disturbed a flock and is considered Pinned. Any move
or shot they were making is still resolved as normal.

56 Ambushing Predators

Inquisimunda 2.0 - 33
The spilling of blood has drawn a pack of wily local predators. At the beginning of each player s turn, the opposing player
may select one (1) non-Beast, non-Construct model which is farthest away from any other friendly model and no involved in
HtH combat. Roll a D6. If a 1 or 6 is rolled, that model must pass an Initiative or Toughness test (controlling player s choice).
If failed, it is taken Out of Action and must roll on the Serious Injury chart.

61-66: Special Conditions

61 Consecrated Ground

The area is holy ground, whether some ancient Eldar ruins, Imperial shrine, or Old One temple. All Warp Creatures have
their invulnerable save nullified here and Psykers may reroll one failed Perils of the Warp roll. Models with Holy Weapons
cause Fear.

62 Webway

The battle takes place in the shifting, strange nodes or tunnels of the Webway. All Eldar and Dark Eldar models add +1 to
their Ld value. NonEldar/Dark Eldar models treat terrain as being one level worse than it is.

63 Bottomless Fathoms

The battle takes place amongst the upper reaches of buildings, over a giant ravine, or on structures floating in the upper
atmosphere.

Models can only be setup on structures and may only move between structures on walkways or gantries. Models which fly
may move between structures, but must end their movement on a structure or walkway. Models which fall unto the ground
level are considered Out of Action and must roll on the Serious Injury chart. Models with the float ability are unaffected by
this condition.

64 Civil Disorders

The battle takes place during a riot, mass retreat, or other confused mob of people. Shots can be spoiled, so all models receive
the equivalent of a 6+ Field Save from shooting. Models standing on walkways or within 1 of a vertical edge may be pushed
off. If a model ends its turn within 1 of a vertical edge, it must pass an Initiative test to avoid falling. Because of the press of
bodies, models may not use the Dodge, Dive, or Evade skills. Arbites models are unaffected by this condition.

65 Evacuate!

The area is going to suffer some sort of impending doom catastrophic meltdown, atmospheric burnup, etc. and the teams
must complete their mission before it’s too late! Models which break and are within 6 of any table edge will automatically
flee from the battle. They are considered Out of Action but never have to roll on the Serious Injuries chart. At the end of each
player s turn, roll a D6. On a roll of 56, the battle is abandoned and all warbands flee the battle. IG Kill Teams and Xenos
Strike Forces may attempt to force the opposing player to play one further turn. The forcing player rerolls the D6. If passed,
an additional turn is played. If this occurs all models left at the end of the scenario MUST roll on the Serious Injuries chart!

66 Warp Rift

This part of real space is very thin and the Immaterium seeps through easily. Warbands with Summoning may add or subtract
1 to their total. All Warp creatures have their invulnerable saves increased to 3+. Effects, equipment, or weapons which allow
a model to reroll a Peril of the Warp roll may not be used.

Inquisimunda 2.0 - 34
Psychic Powers
Version 1.3

I. Using Psychic Powers


It requires intense focus and concentration to summon and control psychic powers. To represent this, a Psyker who wishes to
use one of its powers may take a Leadership test, also known as a Psychic Test, at the beginning of its turn. Roll a 2D6 and
consult the Psyker’s Leadership (Ld) characteristic. If the result is higher than its Ld value, the test is failed. The Psyker may
end its turn as normal; with no restrictions (unless it suffers a Peril of the Warp attack or the power it attempts to use has a
negative effect, see below). If this test is passed, the Psyker may not shoot this turn but its chosen power is used as described
until the end of the turn. The psychic power it uses is considered its shooting attack, even if no shot is made.

II. Psychic-Foci
Certain charms, magical devices, and force weapons have the ability to soothe and hence focus a Psyker’s sub-consciousness,
so he may more easily use his powers. Multiple instances of Focus Power are NOT cumulative. If a Psyker possesses a
weapon or piece of equipment with the Focus Power attribute, the Psyker may reroll one dice of its Psychic Test. The second
result MUST be accepted, even if it is worse or leads to a Perils of the Warp attack. Psychic-Foci do open doors within the
mind but not all of them are good…

III. Perils Of The Warp


Being untrained and untested, most Psykers have no idea how to truly control their power and what danger they are truly in.
Untrained Psykers glow brightly within the warp, attracting all manner of lesser and greater warp predators and daemons.
When they use their powers, the barrier between the warp and the material universe diminishes and it is much easier for those
warp denizens to hurt the Psyker or others around him.

To represent this, if a Psyker rolls a natural 2 or 12 (double 1s or double 6s) when it takes its psychic test, he must roll on the
Perils of the Warp chart to represent the chance that a daemon may attack the Psyker.

1: Shadow Of The Warp /The Psyker, and all models within 2 , must take a Ld test. If passed, all models may act normally
(though the Psyker may not use his power this turn). If failed, no model may make any voluntary actions this round.

2-3: Attacked / A warp predator or raw power of the Warp sears into the Psyker s mind. The Psyker suffers one automatic hit
at D6 Strength, with no saves allowed.

4-5: Possessed / The Psyker takes an immediate Ld test. If he succeeds he manages to ward off the daemon’s attack, but can
do nothing more this turn other than defend itself in HtH combat. If he fails, he suffers from the effects of Possession (see
below).

6: Drawn into the Warp / unless the Psyker can successfully pass an Initiative test, he is drawn screaming into the Warp!
Remove the model from play. It is immediately considered killed. If there are other models (both friend and foe) within 1’’,
they must also take an Initiative test or suffer the same fate.

IV. Possession
Possessed models are taken over completely by the daemon within them and will attempt to cause as much destruction and
death as possible, before their time in the material realm runs out. Once a Psyker is possessed, the controlling player loses his
or her control over the model and the Psyker is subject to the following rules:

• The model will no longer use any weapons or equipment carried by the model, other than non-field armor.
• The model now causes Fear (this fear is considered to be the same as one caused by a Daemon model).
• The model is never pinned and is not affected by flesh wounds or down results. (Though it does help to banish
them, see below).
• The model has WS, Strength, Toughness, and Attacks all doubled!

At the start of each turn, before either player resumes play, roll a scatter die and 2D6. The possessed model moves the total
number of inches on each dice, in the direction indicated by the scatter dice. If this takes it into base contact with another
model, it stops moving and is considered to be in HtH combat with that model, as if it had charged. If the possessed model

Inquisimunda 2.0 - 35
remains unengaged at the end of its movement, it will unleash a blast of warp energy at the nearest model (those in LOS will
be targeted first). This attack is a shooting attack, hitting on 2+, and causing D3 Strength 5 hits, with no normal armor save
allowed.

Hexagrammic Wards and Field saves may be used as normal.

At the end of each player s turn, roll a D6. On a result of 6 or more, the Psyker s physical body finally succumbs and the
daemon is banished. Add the following modifiers, if applicable:

+1 for each Flesh Wound the possessed model has

+2 if the possessed model suffered a Down result (this effect is not cumulative)

+3 if the possessed model has been possessed for 4 or more player turns

Any model which takes a possessed model Out Of Action immediately receives 20 Experience points. If the fighter is a
Redemptionist or Puritan member of the Inquisition or Ecclesiarchy, it earns 30 Experience points. These points may be
earned in addition to any others, per the scenario rules.

V. Minor Psychic Powers (Roll D66)


11-16 Cursed Luck: The Psyker may re-roll any one roll it makes this turn (NOT the Psychic Test used to take
this power though!). However, the opposing player may also force the Psyker to re-roll any one roll this turn!
The second result of both re-rolls must be accepted.

21 Tragic Suggestion: The Psyker may target any model within 16 and 1’’ of a ledge or gap. The unfortunate
victim believes they can fly until they realize they can’t. The model suffers damage as normal from falling.

22 Levitate: Until the end of the turn, the Psyker floats a foot above the ground, ignoring difficult terrain. It may
fall, but does not suffer damage from falling, while this power is in effect.

23 Deus Ex Machina: Until the next turn, any model making a ranged attack specifically targeting the Psyker
must make an Ammo Roll.

24 Beastmaster: The Psyker can control beasts without the use of a control collar. If there is a neutral or enemy
beast within 6’’, the Psyker may attempt to control it. Roll D3 and add the Psyker’s Ld. If the result is higher
than the beast s Ld, the Psyker may control the beast as if it were a friendly model.

25 Sunder Veil: The Psyker attempts to break down the barriers between the material world and the Warp. If
successful, all models (excluding the Psyker) of Ld 6’’ of less within 6’’ must pass a Ld test or be Pinned.
During the subsequent turn, any Psychic tests suffer a Peril of the Warp attack on a natural roll of 2, 3,
11’’, or 12’’
.
26 Ground Swell: Any time the Psyker is charged by an enemy model, that model must pass an Initiative test. If
passed, it may charge as normal. If failed, it ends its move 2’’from the Psyker s base and is pinned. This power
has no effect on Daemons or Large models. This power is Persistent - a psychic test does not need to be taken to
use this power.

31 Distracting Sound: If passed, any models within 24 in Overwatch are immediately removed from
Overwatch. Affected models may attempt to negate this effect by passing an Initiative test.

32 Fearful Aura: The Psyker causes Fear until its next activation. If the Psyker already causes Fear (without the
help of this power), it instead causes Terror.

33 Trigger Spasm: The Psyker may force one enemy model within 24’’ and LOS to make one ranged attack
with a weapon of the controller s choice at the nearest enemy model in LOS. If the target is out of range, a to hit
roll must still be made to determine if an Ammo Roll must be made.

34 Sixth Sense: The Psyker can sense the presence of any models within 12’’, even if he could not normally
detect them. This power is Persistent a Psychic Test does not need to be taken to use this power.

Inquisimunda 2.0 - 36
35 Wall Walker: The Psyker may move up and down vertical surfaces at its normal movement rate, even if
there is no ladder or stairs available.

36 Unerring Aim The Psyker may make one normal shooting attack with one of its ranged weapons this turn at
one target within LOS and range. This attack automatically hits.

41 Cast Glow: If in Low Light Conditions, the Psyker immediately negates the conditions for the remainder of
the scenario. If in normal conditions, the Psyker changes this to Blinding Conditions.

42 Bend Shadows: The Psyker is considered to possess powers equivalent to Cameoline. This power is
Persistent – a psychic test does not need to be taken to use this power.

43 Doppelganger: At the end of HtH combat, if the Psyker wishes, he may move out of HtH combat, up to 2
away. This power is Persistent - a psychic test does not need to be taken to use this power.

44 Embolden: The Psyker may attempt to stoke the courage of one non-Construct, non-Beast friendly model in
LOS. The targeted model may immediately test to recover from Pinning.

45 Riddle Me This!: The Psyker fills the mind of one enemy model with several conflicting thoughts. The
targeted enemy model must be within 24 and LOS. The enemy model immediately takes a Ld test. If passed, the
power has no effect. If failed, the model is subject to Stupidity until its next activation.

46 Healing Hands: The Psyker may use this power if it moves into base contact with another friendly model.
That model makes a Recovery roll with a -2 modifier. If this roll is failed, and the friendly model goes Out of
Action, the Psyker may not use this power again in this scenario!

51 Stigmata: The Psyker suffers terrible wounds to outside observers, much like a famous saint (or sinner). The
Psyker has +1 Toughness until its next activation.

52 Walk Through Walls: The Psyker may walk through ANY intervening terrain 1 wide or less during this
movement with no penalties.

53 Distort Perception: The Psyker causes one enemy model within 24 (it does NOT have to be within LOS) to
suffer a -2 to hit modifier on its next ranged attack. This is in addition to any other negative modifiers.

54 Freeze Time: The Psyker uses his powers to momentarily step out of normal space-time and enemies believe
he is moving incredibly fast. The Psyker adds D6 to its move and +1 Initiative in HtH combat this turn.

55 Inner Calm: The Psyker naturally possesses the Focus Power attribute. This power is Persistent - a psychic
test does not need to be taken to use this power.

56 Resist Possession: If the Psyker were to suffer a possessed result due to a Peril of The Warp roll, the Psyker
may re-roll that result. The second result must be accepted. This power is Persistent - a psychic test does not
need to be taken to use this power.

61 Terrify The Psyker may target one enemy model within 24’’ and LOS. That model takes an immediate Break
test using its own Ld. If failed; the victim is broken and flees 2D6. The victim recovers automatically on its next
turn.

62-65 Well Of Power: The Psyker may roll an additional D3 minor psychic powers. If the Psyker rolls this
power again, it has no further effect.

66 Warp Tap: The Psyker may select one additional major psychic power at random. Make a note of which
major power is taken. When taking a Psychic Test for this power, the Psyker will suffer a Peril of the Warp on a
natural roll of 2, 11, or 12. If the Psyker rolls this power again, it has no further effect.

VI. Major Psychic Powers


To select major psychic powers, first roll D6. This roll represents the major area of power the Psyker possesses. Note that
some Psykers do not have to make this roll and may choose their area of power; however they must still roll within the major

Inquisimunda 2.0 - 37
power chart to see what powers they actually possess. Once the Psyker has its major area of power, it again rolls D6 and
consults the powers under that major power chart.

In each major area, the last power cannot be selected by lvl-1 Psykers, re-roll the result. Major Psychic Power can
always be rerolled once, but the second result must be kept.

1 - Divination (Roll D6)

1 Precognition The Psyker can see the near future and attempt to avoid danger. After setup, take a Psychic Test. If failed,
nothing happens. If passed, the Psyker s controller may re-deploy D3 friendly models anywhere within their deployment
zone.

2 Guide The Psyker may guide the shots of one friendly model in 12’’. If the model is in Overwatch, it does not suffer the to
hit penalty when it takes its shot. If it shoots this turn, it may re-roll one failed to hit roll.

3 Righteous Cause The Psyker and two friendly models within 6 are +1 Initiative and +1 Ld until the end of the scenario.
The effects of this power are not cumulative.

4 Preternatural Awareness The Psyker strikes first in HtH combat and all enemy models in HtH combat count Fumbles
double. This power lasts until the Psyker s next activation. This power cannot be used against Warp Creatures.

5 Augury The Psyker may force all opposing warbands to reroll any Subversion Rating for setup purposes before each
scenario begins. The second result must be accepted. This power is Persistent - a psychic test does not need to be taken to use
this power.

6 Sense Danger The Psyker can sense where his opponents’ shots may come from. The Psyker cannot be targeted by models
in Overwatch. This power is Persistent - a psychic test does not need to be taken to use this power.

2 - Telepathy (Roll D6)

1 Dominate The Psyker may attempt to use this power at any point during the enemy s turn. If the Psychic Test is passed, he
may try to take over the mind of one enemy model within 24 and LOS. The victim takes a Ld test. If passed, this power has
no effect but the model is considered Pinned. If failed, the Psyker may control the actions of the victim until the end of the
turn. The victim may NOT act suicidal (I.e. it may not shoot itself, jump off a high ledge, etc.).

2 Impending Doom This power may be used once per scenario. Target one non-Leader enemy model within 36 of Ld 9 or
less. That model must pass a Ld test using its own Ld or immediately leave play. If this occurs, the model does NOT roll on
the Injury chart, collects experience as applicable, and MAY participate in the next battle (even if it wouldn’t normally be
able to).

3 Cloud Mind The Psyker may target the closest enemy model within 24’’. That model may not target the Psyker or any
friendly model until the next turn, unless it first passes a Ld test. If the victim is in HtH combat with a friendly model, its WS
is halved.

4 Hallucinate Target one enemy model within 36’’. The victim suffers the same effects of a Hallucinogen grenade attack.

5 Mind War The Psyker and his target fight a furious battle within the victim s mind. Target one enemy model within 24’’.
Both the Psyker and the victim roll D6 and add their unmodified Ld value. Whichever model has the higher total is the
winner. The loser suffers one automatic wound, with no saves allowed. If the enemy model loses and is not taken Out of
Action, it is affected by Hatred towards the Psyker.

6 Astral Projection This is the pinnacle of the Telepath’s power, where the Psyker s spirit leaves its physical body to do
events elsewhere. This power may never be used if the Psyker is engaged in HtH combat or is within LOS of any enemy
model when the test is made. If successful, the Psyker may add any of its characteristic values to any one friendly model until
the end of the turn. The Psyker may do this any number of times. If the Psyker is attacked while using this power, the Enemy
receives one automatic hit in HtH combat. If the Psyker survives, it immediately returns to its body, this power is cancelled,
and may defend itself as normal.

3 - Telekinesis (Roll D6)

1 Catch Bullets The Psyker can stop incoming solid projectiles before they hit him. If passed, non-energy based ranged
attacks made against the Psyker have no effect. The firing model must still roll to see if an Ammo Roll is necessary. This
power has no effect against energy-based shots or psychic powers. This power lasts until the Psyker s next turn.

2 Psychic Shove The Psyker may target D3 enemy models within 24’’ and LOS. Roll to hit. Each hit target may be moved
D6 in any direction. If this takes a victim into contact with a vertical surface, the movement stops and the victim suffers one
Strength 3 hit. If this takes a victim into contact with another model, both suffer one Strength 3 hit and are pinned. If a victim

Inquisimunda 2.0 - 38
ends its movement not on a flat surface, it suffers damage from falling, if applicable. If the Psyker fails its Psychic Test to use
this power, it is pinned.

3 Crush Probably the most brutal of all the telekinetic powers; The Psyker attempts to physically crush its victim. Target the
closest enemy model within 18’’. The victim rolls D6 and adds its Strength. The Psyker rolls 2D6 and compares totals. If the
Psyker has a higher total, the difference is the number of wounds the victim suffers. If the victim s total is higher by 3 or
more points, the Psyker is broken and flees 2D6’’. He may recover next turn.

4 Debris Field The Psyker takes any detritus in the area and makes its whirl around him like a force field. The Psyker and
any models within 2 receive a Field saving throw of5+ from any ranged attacks. Any models who model into HtH combat
with models inside the debrid field suffer one Strength 2 hit. This power may not be used if the Psyker is in HtH combat.

5 Psychic Weapon The Psyker forms a blade of pure psychic energy. The Psyker adds +2 WS, +1 Attack, and this weapon
acts as a Force weapon. While this power is in effect, the Psyker may use no other weapons (though he may use armor,
equipment, and grenades). The psychic weapon is considered a two-handed weapon in HtH combat. This power lasts until the
Psyker s next turn.

6 Teleport Known as the Gate Of Eternity to Astartes Librarians, this power allows the Psyker or one friendly model within
12 and LOS of the Psyker to immediately move 3D6 in any direction, ignoring intervening terrain. The affected model may
not end its move in impassable terrain or beyond the table edge. Eldar and Dark Eldar models using this power may open a
stable portal into the web way, this allows them (and any models within 1’’ ) to move up to 36’’in one direction of their
choosing, ignoring intervening terrain. The affected model(s) may not end its move in impassable terrain or beyond the table
edge.

4 - Pyromancy (Roll D6)

1 Molten Body The Psyker s body is consumed in flames or covered in tough, lava-like scales. The Psyker is immune to
attacks caused by Flame and Melta weapons and receives a 3+ save against any Pyromancy attacks it is targeted by. The
Psyker also receives an unmodified save of 4+ against any other type of normal attack, except those made by Force weapons.
Any model in HtH combat with the Psyker takes an automatic Strength 6 hit at the start of each HtH round.

2 Spontaneous Combustion Target one model within 12 and LOS. The victim must take an immediate Ld test. If passed, the
victim is unscathed but must take a Break Test. If failed, the victim suffers D3 Strength 4 hits with no armor save.

3 Thermal Agitation The Psyker may attempt to agitate the atoms of a small area within 24 and LOS. If the Psychic Test is
passed, the Psyker can lay the small blast template anywhere within 24 and LOS. Any models fully under the template suffer
a Strength 4 hit and may Catch Fire. Any models partially under the template are hit on a 4+ and suffer a Strength 3 hit. If
the Psychic Test is passed and the Psyker rolls doubles (i.e. two 2s, etc.), the Psyker may use the Large blast template. This
power may not be used in Void Conditions.

4 Wall Of Fire The Psyker produces a searing wall of flame to shield itself and its companions. Select and mark two spots
within 8 of the Psyker. These point may not be more than 16 away from each other. The Wall Of Fire is produced on a
straight line between these two points (it may be represented by a string or custom-made template). This barrier and its
effects last until the Psyker s next activation or until the Psyker go Out Of Action. Models within the line of the wall when it
forms are immediately moved 1 away. No model may cross the Wall Of Fire, unless it possesses Power Armor or
Hexagrammic Wards. Models wishing to shoot though it have a -4 to hit modifier. Flame weapons may not shoot through the
Wall.

5 Flame Burst The Psyker creates a burst of flame, exactly as if the model were armed with a Flamer. No Ammo Roll is ever
made for this power and it does not malfunction. The Psyker may place the firing end of the flamer template anywhere with
2’’ of its base. This power may NOT be used while engaged in HtH combat.

6 Holocaust Only the strongest Psykers have the power and the will needed to summon this soul-searing flame. As such, this
power may only be taken by Level 3 Psykers or above. If successful, the Psyker places the large blast template centered over
its base. The Psyker itself takes one automatic Strength 3 hit, with no save allowed. All other models fully under the template
suffer D3 Strength 4 hits, with no armor save allowed. Warp Creatures do not receive their 4+ invulnerable save from
Holocaust. Models touched by the template are hit on a 4+ and suffer one Strength 4 hit. This power MAY be used while the
Psyker is engaged in HtH combat.

5 Biomancy (Roll D6)

1 Regenerate If the Psyker is suffering a Flesh Wound at when using this power, roll a D6. If he rolls under the his
unmodified Toughness, one Flesh Wound is removed.

2 Boil Blood The Psyker may target the closest enemy model within 12 (the victim does not have to be in LOS). Roll 2D6,
subtracting -1 for every 2 the victim is closer to the Psyker. If the total is less than the victim s unmodified Toughness, the
victim suffers one automatic wound, with no save allowed. This power has no effect on Warp Creatures or Constructs.

Inquisimunda 2.0 - 39
3 Cellular Control If the Psyker passes its Psychic Test for this power, it adds +2 to its Toughness, +1 to its Strength, and is
immune to the effects of Toxic and Stun weapons (though he may still suffer damage from them). These effects last until the
Psyker s next activation. If the Psyker fails its Psychic Test to use this power, it is Pinned.

4 Hammerhand If the Psyker passes its Psychic Test for this power, it adds +1 to its Attacks, +1 to its WS, and strikes at
double Strength in HtH combat, with a -3 armor save modifier. The Psyker is considered armed with two hand weapons but
may not use any other weapon in HtH combat, while this power is in effect. These effects last until the Psyker s next
activation. If the Psyker fails its Psychic Test to use this power, it is Pinned.

5 Destructor When used, this power has one of two effects, depending on whether the Psyker is in HtH combat or not. If the
Psyker is currently engaged in HtH combat, all models in base contact with the Psyker receive one Strength 5 hit, with a -2
armor save modifier. If the Psyker is not in HtH combat, he may target the closest enemy model in 12 . This hit uses one
Sustained Fire dice, though no Ammo Roll is ever made. Any hits are at Strength 4, with a -1 armor save modifier.

6 Knit Flesh The pinnacle of the biomancer s power, the Psyker gains a host of natural weapons and defenses. If passed, the
Psyker gains the following: +1 Move, +2 WS, -1 BS, +1 Strength, +2 Toughness, +1 Attack, +1 Initiative. It may use none of
its weapons while this power is in effect (though it may use any equipment and armor). The Psyker is considered to be armed
with two Toxic hand weapons and has a 4+ armor save while this power is in effect. These effects last until the Psyker s next
activation. If the Psyker fails its Psychic Test to use this power, it suffers one automatic wound.

6 Shamanism (Roll D6)

1 Call Tempest Target one piece of terrain within 36 of the Psyker. Any models within 1 of the terrain are Pinned and are
knocked out of Overwatch, if applicable. ANY model (even those unaffected by psychic powers) treat the terrain piece as one
level worse (i.e. open becomes difficult, etc.) than it already is until the start of the next turn.

2 Fault Line Pick one spot within 18 of the Psyker and describe a straight line starting from the Psyker and ending at the
chosen point. Any models bases on this line must make an immediate Initiative test. If passed, they are unaffected. If failed,
they take one Strength 6 hit and are Pinned. If the Psyker fails its Psychic Test to use this power, it is pinned. This power has
no effect on models that Hover or Fly Models with the Wings mutation may re-roll their Initiative Test, if they fail. The
second result must be accepted.

3 Control Environs The Psyker may choose to cancel or re-instate (after cancelling via this power) the Environmental
Conditions for the entire board until its next activation.

4 Tar Heels Target one enemy model within 24’’ . That model halves its movement on its next activation. If the victim is in
difficult terrain when affected by this power, it may instead make no move on its next activation.

5 Hail Storm Target one enemy model within 24 and place the Large blast template centered over this model. Roll the scatter
die and D6. The template is moved that number of inches in the direction indicated. Any models fully under the template
suffer D3 Strength 3 hits. Any model partially under the template is hit on a roll of 5+ and will suffer one Strength 3 hit. All
models wounded in this way are broken and will flee 2D6 . They may recover next turn, if applicable.

6 Toxic Gas Cloud Target one enemy model within 24 and place the Large blast template centered over this model. Roll the
scatter die and D6. The template is moved that number of inches in the direction indicated. Any models fully under the
template suffer one Strength 4 hit. Any model partially under the template is hit on a roll of 4+ and will suffer one Strength 3
hit. Any models (whether fully or partially under the template) without a respirator, enclosed armor, and/or Power Armor
suffer an additional Strength 3 hit with the Toxic attribute. If these models manage to survive this hit, they are Pinned.

If the Psychic Test for this power is failed, the Psyker is Pinned.

Inquisimunda 2.0 - 40
Warbands:

AdMech Explorators

Arbites/Expurgators

Chaos Covens

Dark Eldars Raiders

Ecclesiarchal Delegations

Eldar Strike Force

Genestealer Cults

Imperial Guard Kill Teams

Inquisition Cells

Mutant Mobs

Nobilist Factions

Ork Maraudeurs

Rogue Traders

Underworld Elements

Void Pirates

Inquisimunda 2.0 - 41
How to use the Warband creation system?

1/ Select a warband. (Ex: Rogue Traders)

2/ Select a sub type within the warband. (Ex: Rogue Traders / Charter of Commerce)

3/ Select profiles:

Each Profile has the below form:

1 Rogue Trader Base +100 TG

M WS BS S T W I A Ld
+2 +2 +1 +2
Species: any non-Astartes Human or Abhuman,
Weapons: Rogue Traders may select weapons from the HtH, Pistols, Basic, Special, and Grenades list.
Equipment: Rogue Traders may select any equipment from the Armor, Gunsights, and Equipment lists.
Special: The Rogue Trader always counts as having a friend within 2’’. Additionally, friendly models within 6’’
of the Trader may use its Leadership when taking any Leadership test. Rogue Traders may select one (1) Beast
or Construct model.

A. Quantity

The number in front of the profile represents the number compulsory or allowed within the warband.

1 = One profile like this is mandatory all the time during the life of the warband. Thus, upon creation it is
compulsory to take it, and then during the lifetime of the warband, if it dies, you will need to hire one more. This
rule applies for non-leader profiles only. For the death of a leader, please follow the Necromunda NCE rule.

0-3 = You can have up to 3 of this profile, but it is not a mandatory one.

2+ = Upon creation, you will need take two of those profiles, and then, it is unlimited.

B. Profile Base + XXX TG

The Base cost is related to the species. You need to select one within the Races & Species table that is allowed
per the selected profile.

C. Weapons & Equipment

Upon creation, you will need to stick to the weapons & equipment list provided within the warband list. The cost
of each item is within the armory, and upon creation, it is the base cost of those items that must be taken into
account.

D. Special

This area represents the special rules added to the selected profile, in the above example, the leader skill.

E. Example

For example, I want to play a rogue trader warband. Profiles in 1 are compulsory profiles, usually leaders. In the
rogue trader warband, it is a Rogue Trader. Thus, I need to select a species: human and add its cost and profile.
Basic Human cost is 20 & Rogue Trader Profile is 100, thus a Human Rogue Trader cost is 120 with no
equipment. Its profile will be a merge of profiles, the human one, and the Rogue Trader one, giving this as a final
picture:

Inquisimunda 2.0 - 42
Human Basic Stats:

M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 6

Rogue Trader Profile:

M WS BS S T W I A Ld
+2 +2 +1 +2

Final Picture:

M WS BS S T W I A Ld
4 4 4 3 3 1 4 1 8

Then, select its equipment according to the weapons & equipment list of the warband and the profile, and look
for the cost of each item within the armory. I want him to start with a plasma pistol, a power sword, some frag
grenades, a charm and a Mesh Armor.

Weapons:
Plasma Pistol cost: 30
Power Sword cost: 40
Frag Grenades cost: 25
Total Weapons cost: 95

Equipment:
Mesh Armor cost: 25
Total Equipment cost: 25

Total Profile & weapons & equipment cost = 120+95+25=240 TG

Then, I want an Eldar Arch Militant:


Eldar Base Cost: 65
Arch Militant Base Cost: 40
Weapons: Flamer 40
Equipment: None
Total Cost: 65+40+40 =145

And go on, until you use your starting gang amount of TG.

Have fun list building!

Inquisimunda 2.0 - 43
Inquisimunda 2.0 - 44
Yaktribe edition July 2015

Based on the initial work of Jeremy Oslen.

Contributors in Alphabetical order:

Rules & Warbands:


Al_weeks
Austin
Baldrick
Matelloco
Sammun
Tiny
Wakoun

Art:
Aenarel
Dubovac

This Project is completely unofficial and in no way endorsed by Games Workshop Limited.

Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, the Chaos devices, Cityfight, the Chaos logo, Citadel,
Citadel Device, Codex, Daemonhunters, Dark Angels, Dark Eldar, ‚Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror,
Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great
Unclean One, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, Kroot,
Lord of Change, Necron, Necromunda, the Necromunda Plate logo, the Necromuinda Stencil logo, Nurgle, Ork, Ork skull
devices, Sisters of Battle, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the
Tau caste designations, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the
White Dwarf logo, and all associated marks, names, races, race insignia, cha-racters, vehicles, locations, units, illustrations
and images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2011,

Inquisimunda 2.0 - 45
variably registered in the UK and other countries around the world. Used without permission. No challenge to their status
intended. All Rights Reserved to their respective owners.

Inquisimunda 2.0 - 46

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